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Arcade › Forgebox Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Koby Foust built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Forgebox Dash yet. Play it, then tell Koby Foust what you would add next.
Forgebox Dash was built by Koby Foust 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 Forgebox Dash 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 browser game titled “Forgebox Dash,” a two-mode meta-game where the player builds a small side-view platformer level on a grid and immediately play-tests it. Use a Three.js-style orthographic camera and a full-screen responsive canvas. Present the world as a 2.5D side view: a 24-column by 10-row grid with unit cells, dark navy background, visible blue grid lines, and simple shaded 3D meshes viewed from the side. Keep the camera centered on the whole level in Build Mode; in Play Mode smoothly follow the automatically running player toward the right while keeping the player near the left/middle of the view. Use a dark futuristic HUD with translucent near-black panels, rounded borders, white text, cyan accent text, and small colored swatches. The build/play loop: - Start in Build Mode with a demo level already populated. - Let the player select one of five tile/object types and click/tap grid cells to place them. - Left click places the currently selected item; right click erases a cell. On touch devices, provide an Erase toggle and tap-to-place behavior. - Keys 1–5 select Block, Coin, Hazard, Spawn, and Goal. C clears the entire grid. P or Enter switches to Play Mode. - In Play Mode the player is a fast auto-running white rolling cube. It constantly moves right at about 5.4 grid units per second, is affected by gravity, and can jump with Space, W, or Up Arrow. The cube visibly rotates while running. A jump only triggers while grounded. - R resets the current run without resetting the level. B or Escape returns to Build Mode. - On mobile, show touch-friendly buttons for the five build tools, Erase/Clear/Play in Build Mode, Build/Reset in Play Mode, and a large Jump button in Play Mode. There are no required manual left/right controls because the cube auto-runs. Grid objects and exact visual coding: - Blocks are blue square/cuboid platforms, approximately #60a5fa, and are the only solid terrain used for collision. The grid’s bottom boundary also acts as solid ground below the level. - Coins are bright yellow/gold rotating cylinders/discs, approximately #facc15. They bob subtly and disappear when collected, adding 1 to Score. - Hazards are pink/red four-sided cone spikes, approximately #fb7185. Touching one costs one life and resets the player to the spawn location. - Spawn is a small green platform/marker, approximately #34d399, placed beneath its grid cell. Only one Spawn may exist; placing a new one removes the previous one. - Goal is an orange flag on a thin pale pole, approximately #f97316. Only one Goal may exist; reaching it wins the run. If no goal is present, the player simply continues running. - Placing a new Spawn or Goal replaces the prior object of that type. Other objects occupy one cell. Build visuals should include a translucent white hover-cell cursor over the grid. Use this initial demo layout so the opening screen visibly matches the intended game: fill every cell across the bottom row (x=0 through 23) with blue Blocks; place Spawn at (1,1), Goal at (22,1), Coin at (4,1), Hazard at (7,1), Coin at (9,1), Hazard at (10,1), Blocks at (12,2) and (13,2), a Block at (14,3), Coin at (15,1), Hazard at (16,1), Blocks at (18,2), Coin at (19,2), and Hazard at (20,1). Coordinates use x from left to right and y from bottom upward. If the level has no Spawn, default the spawn to approximately (1,1). Play rules and feedback: - Display Score and Lives in the HUD, starting at Score 0 and Lives 3 whenever a new play test begins. - Collecting coins increments Score and hides those coins until the run is reset for a fresh play test. - Hitting a hazard or falling below the level decrements Lives and returns the cube to the spawn with forward velocity restored. At zero lives, stop the run and show “Out of lives — reset or go back to build.” - Touching the Goal shows a win state with “Level complete” and stops gameplay. - Show short center-screen status banners such as “Build a dash level — then press P to play,” “Press jump — the cube auto-runs,” “Crash — back to spawn,” “Run reset,” “Build mode,” and “Level complete.” HUD content: - Upper-left translucent panel: “Forgebox Dash — Build Mode” or “Forgebox Dash — Run Mode,” then “Score: 0 Lives: 3,” the selected tool, and a short mode instruction/status line. - Upper-right panel: “Builder Tools” and a legend listing the five colored tools: “1 Block,” “2 Coin,” “3 Hazard,” “4 Spawn,” and “5 Goal.” On mobile use simplified tool names. - Bottom centered panel: in Build Mode show “Left click place • Right click erase • 1-5 choose tiles • P play • C clear.” In Run Mode show “The cube auto-runs • Jump Space • R reset • Esc/B build.” Adapt this text for touch devices. Backdrop and style: Use a bold dark navy backdrop with faint horizontal red, white, and blue stripes behind the playfield. Add several distant stylized rectangular “MAGA” signs in the far background: navy sign faces with red/white/blue stripe bands and large white MAGA lettering. Keep them decorative and behind the grid. Use ambient and directional lighting for subtle mesh shading, with a dark blue fog/depth feel. The overall visual should be clean, arcade-like, high contrast, and minimalist, with strong color coding and a fast dash-game feel. Make the game responsive to desktop and mobile viewport sizes, preserve the orthographic side-view composition, prevent browser context-menu behavior during erase interaction, and ensure the build editor and play test are both directly playable rather than a slideshow.