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Arcade › Dash Cube
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ben Marrs built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dash Cube yet. Play it, then tell Ben Marrs what you would add next.
Dash Cube was built by Ben Marrs 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 Cube 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.
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 playable Three.js 3D side-view auto-runner titled "Dash Cube". Use a dark neon city setting with a deep navy background, light fog, silhouetted blue building towers in the distance, and a long horizontal obstacle course viewed from a slightly elevated perspective. The camera should follow the player moving to the right while keeping the course visible; show the lane depth in perspective, but make the action read primarily as a side-scrolling platformer. The player is a bright yellow/gold cube about 1.25 units wide, with a dark inset square on its front and two small dark eyes. It automatically runs right at constant speed (about 10.5 units/second), rotates while moving, and leaves a short fading trail of small glowing square particles. The only gameplay action is jump: tapping/clicking the canvas, tapping a large on-screen JUMP button, or pressing Space, W, or Arrow Up makes the cube jump if grounded (or within a brief coyote-time window). Use gravity around 40 and jump velocity around 14.8. Do not add player steering or other actions. Build one fixed course approximately 128 units long. Use bright blue solid floor platforms with glowing cyan edge strips, separated by gaps that the cube can fall through. The floor segments should be arranged roughly as: center x 10 width 20, x 28 width 12, x 43 width 10, x 55 width 7, x 66.5 width 12, x 82 width 11, x 97 width 12, x 113 width 10, and x 124 width 8. Place pink/magenta four-sided cone spikes on the floor at x positions 14, 16, 23.5, 24.8, 36.6, 38.2, 46.5, 57.4, 59, 69.5, 74.8, 75.9, 87.5, 99.8, 101.2, 103.2, 117.8, and 119.1. Spikes can have a subtle animated bobbing motion and neon emissive coloring. Add three glowing green bounce pads with cyan rings at x 31.2, 63.5, and 109.4. When the cube is grounded over a pad, launch it upward automatically with velocity approximately 19.5 (the latter pads can be slightly stronger); animate the rings rotating. Add dark solid raised rectangular blocks as obstacles at x 40 (width 2.2, height 2.4), x 52.4 (width 2.2, height 4.2), x 71.6 (width 2.2, height 2.2), and x 94.5 (width 2.6, height 4.4). Collide with their top so the cube can land, but hitting their sides or undersides kills the player. Falling below the course also kills the player. Place three purple checkpoint poles/banners around x 44, 83, and 112. As the cube passes each checkpoint, mark it reached and set the respawn point just after it. On death from a spike, side/bottom collision, or falling into a gap, display a brief failure message and respawn after roughly 450 ms at the last checkpoint, preserving reached checkpoints and resetting appropriate future bounce pads. Increment the attempt/death counters on death. A full Restart button should reset the run to the beginning, clear checkpoint progress and pad usage, and increment the attempt counter. At x 122 add a tall glowing green finish gate made of two vertical posts and a top bar; crossing it wins the level and pauses the game. Create a polished responsive HUD matching the dark glass/neon aesthetic. At the top, show five stats: ATTEMPT, PROGRESS percentage, BEST percentage, CHECKPOINTS reached/3, and JUMPS. Put a horizontal progress bar beneath them. Below that show a centered rounded message pill with contextual text such as "Attempt 1 — jump the spikes.", "Go — tap to jump.", "Jump.", "Bounce pad!", checkpoint reached, crash, spike hit, or fell. At the bottom provide a rounded control panel with a muted Restart button and a wide blue gradient JUMP button. The initial state should show a large rounded dark intro card titled "Dash Cube", explain that it is a one-button Geometry Dash-style runner with tight jumps, spikes, pads, and a finish gate, list the tap/click/Space jump instruction, automatic running, and checkpoint retry behavior, and include a prominent blue "Start Run" button. When the finish is reached, show a modal/card saying "Level clear" with attempts, jumps, and deaths plus a "Run Again" button. Use clean bold sans-serif typography, rounded borders, subtle blue shadows, and a mobile-friendly layout. Implement collision detection for the cube against floor segments, raised blocks, spikes, pads, gaps, and finish gate. Track attempts, deaths, jumps, current progress based on x/128, best progress, and checkpoints. Expose game state hooks window.getGameState() and window.setGameState(patch), including started/paused, counters, progress, and player x/y/velocity/grounded/alive/won/checkpoint fields.