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Dash Block

  • 3d
  • endless-runner
  • arcade
  • rhythm
  • wave
  • neon
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. coledan001 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dash Block yet. Play it, then tell coledan001 what you would add next.

Make your own game

Dash Block was built by coledan001 with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Dash Block opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Dash Block

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-playable 3D endless runner called “Dash Block,” inspired by Geometry Dash but using wave-mode flight rather than platform jumping. Use Three.js with a fixed perspective camera looking down a long neon tunnel/corridor. The scene should have a dark blue night background with fog, a large pale moon in the upper-right distance, scattered twinkling white stars, and a stylized blue/cyan city skyline of blocky buildings far behind the play area. Add soft ambient/directional lighting and beat-reactive neon illumination.

The player is a small cyan/bright-blue glowing cube rotated diagonally like a diamond, positioned near the left side of the screen in the center of the corridor. Give it a translucent glow shell and a sharp zig-zagging cyan trail made from a thin line plus a chain of fading square particles. The player flies horizontally with the world moving toward it; it does not steer left or right. The playable vertical corridor runs between a lower boundary around y=1.15 and an upper boundary around y=8.85. Holding the input makes the player rise at a constant wave velocity; releasing makes it descend at the same velocity. Smoothly rotate the cube toward one diagonal while rising and the opposite diagonal while diving. Touching the floor or ceiling ends the run.

Before the run starts, show the player and a glowing cyan portal at the left side. The portal is made from rotating outer and inner torus rings with floating shards, gently bobbing and pulsing. The player idles with a small vertical motion. On the first tap/click/Space/Up/W, begin a roughly one-second portal launch intro: move the cube from just before the portal into its normal position, then hide the portal and begin active gameplay. The same press should count as holding/rising. Support pointer/touch and mouse input, plus keyboard Space, ArrowUp, and W. Keep holding to rise and release to dive; pressing again after a crash resets and starts a new run.

Build the corridor from repeating long dark-blue rectangular floor and ceiling track segments. Put glowing cyan rails/stripes along the floor and ceiling and a thin glowing center line. Scroll the segments, skyline, and hazards leftward continuously to simulate forward travel. Start world speed near 11.5 units/second and gradually increase it with score, capped at the implemented increase. The flight speed should similarly start around 11.8 and increase modestly with score.

Spawn obstacle gates ahead of the player, initially around x=24, in time with a 150 BPM beat. Each gate is a narrow dark frame spanning the corridor with magenta/pink glowing cone spikes filling the regions above and below a single safe vertical gap. The gap is the only route through the gate. Connect each gate’s gap to the prior gate’s gap with two bright cyan sloped rails, one above and one below, so the safe corridor visibly transitions between gates. Early patterns should include mostly flat, rising, and falling safe gaps; after roughly score 8 add zig-zag patterns, and after roughly score 18 add wave-like patterns. Shift the gap center within safe margins, alternating directions as needed so it cannot leave the corridor. Gradually narrow the gap from about 2.7 units toward about 1.55 units as score rises. Spawn gates more frequently over time (roughly one beat early, then three-quarters and half-beat steps at higher scores). Detect collision when the player’s hit radius overlaps a blocked spike range as it crosses a gate. Also detect floor/ceiling collisions. Each gate passed adds exactly 1 to Score.

Use neon materials: cyan/aqua emissive player, rails, portal, and track stripes; hot pink/magenta emissive spikes; dark navy structural blocks. Make rails, player, spikes, and lighting pulse on the 150 BPM rhythm. On the first interaction initialize simple synthesized audio: a triangle-wave lead melody, sine bass on alternating beats, and a short membrane click. The beat should drive both audio and obstacle timing as well as visible emissive pulses. If audio is unavailable, gameplay must still work.

Overlay a responsive HTML HUD over the canvas. At the top, show a dark translucent, lightly bordered panel spanning most of the width with “SCORE: 0” on the left and “BEST: 0” on the right (uppercase styling and letter spacing). Persist the best score in localStorage under a Dash Block best-score key and update it when a run ends. At the center before starting, show a large rounded translucent dark panel with the cyan title “Dash Block” and instructional text explaining wave mode: hold to rise, release to dive, launch through the portal, and ride beat-synced slopes. Include a status line such as “Hold to launch through the portal.” Hide this panel during play; after death show it again with the death reason and score, such as “Hit a spike at 5. Press to restart.” At the bottom center show a rounded dark translucent hint pill that changes among “Hold = Rise,” “Portal,” “Release = Dive,” and “Restart” depending on state. Make the layout usable on mobile with touch-action disabled and safe-area spacing.

The complete game loop is an endless survival challenge: no levels, weapons, lives, collectibles, or conventional jumping platforms. The run continues until the player hits a spike, floor, or ceiling; the objective is to survive and maximize the passed-gate score and best score.

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