Arcade › Divine Dash 3D
Click the game above and it runs right here in your browser. No download, no installer, no account needed. himesh chandra built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Divine Dash 3D yet. Play it, then tell himesh chandra what you would add next.
Divine Dash 3D was built by himesh chandra 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 Divine Dash 3D 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 browser game titled “Divine Dash 3D,” a colorful 3D endless runner set in a glowing festival city. Use a third-person chase camera positioned behind and above the runner, looking down a three-lane road that recedes into a purple foggy horizon. The road is a wide dark violet rectangular track with two dashed golden lane dividers and raised pink/red curbs along both edges. The background should be deep purple with warm lighting, soft shadows, and stylized low-poly festival architecture: alternating teal and purple buildings on both sides, each with a simple bright saffron pyramid/gable roof, a cream decorative arch, and small glowing yellow lights. Add strings of floating pink and gold bulbs along the roadside. Use a bright, playful, polished 3D style with emissive gold/pink accents. The player is a casual female humanoid runner centered in the near end of the road, facing away from the camera and continuously running forward in place while the track, obstacles, collectibles, and scenery move toward the camera. The runner uses a humanoid animated model with a looping run animation, and a jump animation while airborne. There are exactly three lanes at x positions approximately -2.5, 0, and 2.5. Left and right controls shift the player one lane at a time with smooth lateral interpolation; clamp the player to the outer lanes. The player can jump from the ground with Space or an on-screen up-arrow button, using a clear upward arc and gravity, and can slide briefly for about 0.62 seconds from the ground with Arrow Down or an on-screen SLIDE button. While sliding, visibly squash the character vertically. Begin with a centered translucent dark-purple rounded start panel over the game. It contains the small gold uppercase subtitle “A FESTIVAL CITY RUNNER,” the large white title “DIVINE DASH 3D” with a purple shadow, the description “Race through a glowing celebration of color, dodge carts and barricades, and collect golden modaks.”, a pink-to-purple Play button, and the hint “← → lanes · Space jump · ↓ slide.” Once Play is pressed, hide the start panel and show a Pause button in the top-right. Keyboard controls must be ArrowLeft and ArrowRight for lane changes, Space for jump, ArrowDown for slide, and P for pause; also provide touch controls at the bottom corners: left and right arrow buttons on the lower left, and SLIDE plus up-arrow buttons on the lower right. The touch controls are translucent dark-purple rounded squares, with reduced opacity on larger desktop screens until hovered. Display a fixed HUD above the 3D scene. At the top-left show a translucent rounded pill labeled “SCORE” and a large gold numeric score. At the top-right show a matching pill labeled “BEST” and the persistent high score. During play, include a Pause button. Score continuously increases based on forward distance (roughly distance multiplied by 2.2, rounded down), and collecting a collectible adds 100 points. Persist the best score in local storage and update it when the run ends. Continuously spawn waves of hazards and collectibles ahead on the road, with spawn positions roughly 62–72 units down the track. Increase forward speed gradually from about 19 to a maximum of 31, and shorten spawn intervals as speed increases. Use these obstacle patterns: a single barricade/cart/overhead gate with a modak in a neighboring lane; a barricade and cart in two lanes with a modak in the third; an overhead gate with two modaks; a line of three modaks across the lanes; or a cart with a modak behind it. Obstacles move toward the player as the player advances and are removed after passing the camera. The hazards should be visually distinct. A barricade is a pink horizontal bar supported by two cream legs and occupies a lane; it must be jumped over. A shopping cart is a colorful low-poly cart occupying a lane and must also be jumped over. An overhead gate has two purple vertical posts and a saffron horizontal bar high above the road; it can be avoided by sliding underneath or by jumping sufficiently high. Collision should occur when an obstacle is within about one unit of the player in depth and lateral distance. For barricades and carts, the player is safe only while airborne above roughly 1.25 units; for overhead gates, the player is safe while sliding or jumping above roughly 1.4 units. On collision, end the run and show the game-over panel. Make collectibles golden glowing modaks: small rotating gold cone-like sweets with a pale gold ring, hovering around y=1.1 in a lane and bobbing slightly. Collect them when close in depth and lane and within vertical range; hide the collected item, add 100 points, and briefly shake the camera. Add subtle simple oscillator beeps for lane change, jump, slide, collection, and game over if audio is available. When the game is paused with P or Pause, stop gameplay motion and show a centered translucent panel with the gold subtitle “THE PROCESSION PAUSES,” heading “Paused,” explanatory text “Take a breath, then continue your dash.” and a Resume button. On collision, stop the game and show a centered panel with subtitle “THE CROWD GOES QUIET,” heading “Dash Over,” lines for “Your score” and “Best score,” and a pink-to-purple “Run Again” button. Restart must reset the player to the center lane, reset score and distance, clear all active hazards and collectibles, restore ground state and speed, and begin a new run. Add slight camera shake on collectible pickup and game over. Keep the presentation responsive to window resizing, with no scrolling and a full-screen canvas behind the HTML HUD.