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Arcade › Dash Modes

Dash Modes

  • 2d
  • runner
  • arcade
  • neon
  • platformer
  • endless-style
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. Iu Hi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dash Modes yet. Play it, then tell Iu Hi what you would add next.

Make your own game

Dash Modes was built by Iu Hi 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 Modes 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 Modes

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-based 2D side-scrolling auto-runner called “Dash Modes,” rendered in a dark neon 3D/orthographic style. The camera looks straight across a horizontal lane with a fixed vertical play area: the player automatically travels right at a constant speed, while the camera smoothly follows. Use a deep navy background with subtle fog, blue horizontal/vertical grid lines, glowing blue floor and ceiling boundary strips, bright geometric obstacles, rotating glowing portal rings, and a pale finish line. Keep the playfield roughly bounded by a floor and ceiling, with a generous central corridor. The player is a small glowing geometric avatar whose appearance and color changes at portals: cyan cube, pink ship/cone, yellow ball, lavender UFO with dome, mint angular wave, orange robot with body and little legs, cyan spider-like octahedron with legs, and red/orange swingcopter ring. Leave a faint light-blue motion trail behind the avatar and animate/rotate the avatar according to its movement.

Build three hand-authored levels selected from a full-screen dark navy menu. The menu should show a top HUD-like row with Menu, current Level, current mode, and Restart, plus progress and Deaths counters during play. The level list has three large outlined cards: Level 1 “Pulse Run” with “A guided tour through every form.”; Level 2 “Polarity” with “Harder flips and tighter corridors.”; and Level 3 “Multiform Rush” with “Every mode shows up fast — no breaks.” Each card shows ratings information (“No ratings yet” initially), the player’s rating, and the modes appearing in that level. Include a Controls section explaining the forms, and on mobile show a large circular blue ACTION button at the lower right. During gameplay display the current form, level name, percentage progress, death count, and a contextual hint.

The core objective is to survive from the beginning to the finish of a level. The player starts as a cube on the floor and automatically runs right. Avoid pink/red triangular spikes, blue rectangular blocks, ceiling/floor barriers, floating blocks, alternating corridors, wave channels, spider tracks, and alternating swing gates. Touching any obstacle or leaving the playable floor/ceiling lane causes a death: increment the death counter, reset to the start as a cube with normal downward gravity, clear used portal states, and show a respawn/death hint. Press R or the Restart button to reset in the same way. A finish marker at the end completes the level and opens a completion card showing the level name, deaths, and score. Offer 1–10 star rating buttons; save the user’s rating locally in browser storage, update the level card’s average/vote display, and provide Retry Level, Next Level, and Menu actions.

Implement these exact controls, using Space, W, Up Arrow, or the mobile ACTION button. Cube: tap to jump from the floor or ceiling, with gravity-driven motion. Ship: hold to rise and release to fall through a corridor. Ball: tap to flip gravity between floor and ceiling; restrict rapid repeated flips briefly. UFO: each tap gives one flap impulse, requiring repeated taps to stay in the lane. Wave: while held, move diagonally/upward at a constant rate; while released, move diagonally/downward. Robot: hold while grounded to charge, then release for a stronger jump. Spider: tap to teleport instantly between floor and ceiling, with a short cooldown. Swingcopter: tap to flip flight gravity, with a short cooldown. Preserve the game’s constant rightward speed and collision-based survival; there is no combat, shooting, inventory, coins, music requirement, or checkpoints.

Construct the level layouts to match the implemented progression. Pulse Run is an introductory tour: a safe opening, ground spikes and a block, then a ship portal and a vertical corridor, ball portal with alternating floor/ceiling spikes, UFO portal with floating blocks, wave portal with a zig-zag channel, robot portal with ground spikes and a block, spider portal with alternating track blocks, and finally swingcopter gates before the finish. Polarity has a longer, harder sequence: opening spike timing, ball with alternating spikes, ship through a tighter corridor, wave through a tighter zig-zag channel, cube over dense spikes and a block, UFO through floating blocks, then swingcopter alternating gates. Multiform Rush has the fastest swaps and least recovery: robot and spikes/block, spider track, ship corridor, UFO floating blocks, ball with alternating floor/ceiling spikes, wave channel, cube spikes, then swingcopter gates. Use each portal exactly once as the avatar reaches it, and color each ring to match its destination form. Use simple primitive meshes and materials, emissive neon colors, outlined dark UI panels, large clean sans-serif typography, and responsive keyboard/mobile input.

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