Arcade › Don't Stop Moving
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Darshal Sonare built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Don't Stop Moving yet. Play it, then tell Darshal Sonare what you would add next.
Don't Stop Moving was built by Darshal Sonare 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 Don't Stop Moving 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.
Recreate a fast, endless third-person 3D lane runner titled “DON’T STOP MOVING.” Use a dark futuristic city at night: a wide deep-blue/teal three-lane road recedes toward the horizon, with bright cyan center dashes and thin cyan edge rails, sidewalks, fog, glowing street lamps, distant skyscrapers with cyan window strips and crowns, occasional shops with magenta awnings, bridges, billboards, small trees, moving background cars, and sparse floating particles. Use a moody navy background and neon cyan, magenta, and gold lighting/material accents, with soft shadows and a slightly cinematic perspective camera positioned behind and above the player, looking forward down the road. The road should visually stream toward the camera while the player stays near the bottom/front of the scene. The player is a forward-running humanoid avatar centered initially in the middle lane, animated with a run cycle. If an equivalent placeholder is needed while the character loads, use a prominent glowing cyan rounded runner silhouette/capsule, but retain the third-person runner presentation. The player can switch among exactly three fixed lanes at x positions left, center, and right, with smooth horizontal interpolation and a slight lean while changing lanes. The game is an endless run: start at speed 14, continuously accelerate gradually, and measure distance in meters. Spawn obstacle patterns ahead at irregular intervals and move them toward the player as the player runs. Implement these obstacle types and their required actions: (1) tall magenta or concrete blocks and broken wall-like barriers that must be jumped over; (2) road gaps/holes that must be jumped; and (3) low horizontal pipe/beam obstacles with magenta supports that must be slid under. Collision should be lane-based and occur when an obstacle reaches the player: jumping only avoids jump obstacles when the player is sufficiently airborne, and sliding only avoids low obstacles while the short slide window is active; otherwise end the run. Add collectible energy orbs in lanes ahead, rendered as a small glowing gold faceted core surrounded by a cyan ring. Collect them by being in the same lane and close vertical height, awarding a large score bonus. Jump with Space or Up Arrow, slide with Down Arrow, and move left/right with A/D or the Left/Right arrow keys. Include touch support: left and right arrow buttons, a SLIDE button, and a circular JUMP button at the bottom; also support swipe gestures, with horizontal swipes changing lanes and vertical swipes jumping or sliding. Escape or the pause button pauses the run. Enter starts a run when the menu or game-over screen is shown. Prevent repeated jumping while already airborne and allow sliding only while grounded/near-grounded. Create a fixed HUD matching the minimalist neon interface: top-left small spaced uppercase brand text “DON’T STOP MOVING”; top-right stats for SCORE, DISTANCE (shown with an m suffix), MULTIPLIER, and SPEED. Show a pause button near the upper-right. At the bottom show the four touch controls arranged left arrow, SLIDE, circular JUMP, and right arrow, plus a small centered hint reading “A / D or ← / → · SPACE jump · ↓ slide · ESC pause.” Use pale cyan/white typography, translucent blue control backgrounds, thin cyan borders, and rounded corners. Show a temporary centered pill notification for the rotating cosmetic run modifiers: “SPEED SURGE,” “NARROW TRACK,” “LOW GRAVITY,” or “HAZARD WAVE,” with an “INCOMING” message before it; these notifications occur about every 30 seconds and do not need to add extra mechanics beyond the visible notification. Include a subtle red translucent danger area and magenta debris near the player/road as part of the collapsing-city visual mood. Scoring rules: score increases continuously at roughly 12 points per second multiplied by the current multiplier; successfully cleared obstacles add a bonus; collected orbs add a much larger bonus. Start at multiplier x1.0 and increase it by 0.1 for each 120 meters traveled. Speed rises over time. Keep a persistent best score in local storage and show it in the menu and after a run ends. On collision, stop gameplay and show a full-screen dark translucent overlay with a rounded dark-blue panel, “RUN OVER,” final Score, Distance, and Best, and a RETRY button. On initial load show a centered start menu panel with the large stacked title “DON’T / STOP / MOVING,” cyan accent on STOP, explanatory text “A high-speed run through the collapsing city. Dodge, jump, slide, collect.”, BEST score, “SWIPE TO MOVE,” and a bright cyan START RUN button. Make the layout responsive and playable on portrait mobile screens as well as desktop. Use Three.js-style real-time 3D rendering, fog, neon emissive materials, shadows, and a clean dark cyberpunk arcade aesthetic.