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Arcade › Dash Lite

Dash Lite

  • 2d
  • arcade
  • runner
  • platformer
  • endless-style
  • mobile
  • 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. Cristopher Ewing built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dash Lite yet. Play it, then tell Cristopher Ewing what you would add next.

Make your own game

Dash Lite was built by Cristopher Ewing 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 Lite 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 Lite

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 portrait-friendly 2D side-scrolling auto-runner called “Dash Lite,” inspired by a neon geometric cube runner but with original presentation. Use a full-screen HTML canvas and a responsive overlay HUD. The camera continuously scrolls right while the player stays around the left quarter of the screen; the player is a 44×44 bright yellow square with a white outline, two small black square eyes, and a simple black horizontal mouth. Rotate the cube as it moves through the air and snap it to right-angle rotations when it lands.

Gameplay: the level is an 8,000-world-unit hand-authored run. The cube automatically advances with the camera; initial speed is 420 units/second and gradually increases by 5.5 per second. Apply strong gravity (2850) and a normal jump velocity of -930. The player can jump only while grounded, using a single jump per landing. Accept pointer/touch/click anywhere on the game, Space, W, or Arrow Up. On a jump, count the jump and play a short square-wave-style beep. The floor is at about 76% of the viewport height. The objective is to avoid hazards, survive the complete course, and reach 100%.

Build the course from these exact world objects, all positioned on the floor: triangular pink/red spikes (42 wide, 50 high) at x=650, 910, 955, 1530, 2100, 2146, 2860, 3040, 3890, 3936, 3982, 4630, 5160, 5900, 5948, 6630, 7180, 7228, and 7750; orange gridded rectangular blocks at x=1240 width 118 height 72, x=2440 width 98 height 72, x=2538 width 98 height 118, x=3550 width 130 height 86, x=4310 width 116 height 72, x=5440 width 110 height 72, x=5550 width 110 height 118, x=6260 width 150 height 88, and x=7480 width 115 height 72; and bright green bounce pads at x=1815 width 70 height 18, x=3260 width 72 height 18, x=4880 width 70 height 18, and x=6850 width 70 height 18. Blocks are solid: landing on their top is allowed, while hitting their sides causes a crash. Pads trigger once on contact while descending and launch the cube at 1.2× jump power (-1116), changing to a lighter lime color after activation. Spike collision should use a triangular surface rather than only a rectangle, so the cube dies when its bottom intersects the triangular slope.

Failure and completion: on collision stop play, shake the screen briefly, save the furthest whole-number percentage in localStorage, and show a centered dark translucent panel with a thick white border saying “Crash!”, the achieved percentage, the best percentage, and advice to tap earlier/hold rhythm, plus a “TRY AGAIN” button. Increment the attempt number on retries. At the finish, stop play, set progress and best to 100%, show “Complete!”, “Level finished at 100%,” the number of jumps, and “That was the whole run.” with a “PLAY AGAIN” button. The initial panel should explain the controls and goal and provide a “PLAY”/“START” button. A loading overlay may appear briefly first with large yellow “Dash Lite,” a “loading” subtitle, circular spinner, and white outlined progress bar.

Visual style: use a black-to-electric-blue vertical gradient background, with sparse small white stars that parallax slowly. Draw a deep blue/purple ground region from roughly 76% viewport height to the bottom, with a vivid cyan top edge and repeated diagonal cyan perspective lines. Hazards are hot pink/red with white outlines; blocks are orange with white outlines and subtle dark grid lines; pads are neon green with white outlines. Keep the clean, bold arcade look: Arial/Helvetica-style typography, white HUD text with black shadow, yellow headings, and bright green buttons with a darker green bottom shadow. The centered menu panel is dark navy and translucent, bordered in white. Include responsive sizing for desktop and mobile portrait screens, prevent scrolling, and support touch input.

HUD: show “ATTEMPT 1” (or the current attempt) at top left and the current whole-number progress such as “0%” at top right. Along the bottom center display a white-outlined horizontal progress bar filled from left to right with a green-to-yellow gradient. Keep the HUD visible over the game, including while the intro panel is shown. Add simple square/triangle/oscillator-like sound effects for starting, jumping, pads, crashing, and winning if audio is available, but do not require external assets.

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