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Arcade › Frostline Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. robin singh built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Frostline Rush yet. Play it, then tell robin singh what you would add next.
Frostline Rush was built by robin singh 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 Frostline Rush 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 3D endless snowboarding game titled "Frostline Rush". Use a third-person chase camera behind and slightly above the rider, looking down a long snowy chute; the camera is a perspective camera with a subtle horizontal follow as the rider moves. Set the scene in a dark navy winter atmosphere with fog fading into the distance, bright cool lighting, soft shadows, and a polished stylized low-poly/clean 3D look. The player is a compact snowboarder centered near the foreground, riding forward automatically on a dark blue snowboard. Build the rider from simple stylized pieces: a pale/white capsule-like body, a coral-pink/red jacket, a peach-colored spherical head, and a glowing cyan visor. The board and rider cast shadows. The player remains at roughly the same forward depth while the course scrolls toward the camera to create continuous downhill motion. Gameplay is an endless-runner survival loop. The player automatically advances, with distance increasing in meters. Start at speed 13 and gradually increase speed over time up to 27, so the run becomes faster but never stops until a collision. Let the player steer horizontally using A/D or Left/Right arrow keys; on touch/mobile, provide large left and right hold buttons at the bottom corners. Move at about 7.8 world units per second while held, clamp horizontal position to approximately -6.4 through +6.4, and slightly tilt/lean the rider while steering. Do not add jumping, braking, attacking, or other movement abilities. Build the course as a repeating endless snowy runway. Use repeated long rectangular snow segments, each about 12 units long, with a broad pale snow slab, raised light-blue side edges around x=-8.4 and x=8.4, and three thin subtle lane stripes around x=-4, 0, and 4. Recycle the 16 segments as they pass behind the player so the chute visually continues forever. Spawn hazards ahead in the distance and move them toward the player along the course. Most hazards are stylized pine trees (use two varied tree silhouettes if available); sometimes use rounded snow boulders instead. Place them primarily near the outer sides, with occasional paired/tree placements, but make their horizontal locations require steering to avoid. A collision occurs when a hazard is close in depth (about 1.3 units) and overlaps the rider horizontally according to its radius; immediately end the run and show the game-over card. There are no lives or health system. Also spawn collectible blue/cyan glowing shard objects as small rotating octahedrons, floating slightly above the snow. They appear frequently across the playable width, move toward the rider with the course, and are collected when close in depth and within roughly 0.8 horizontal units. Each collected shard increments the shard count and removes the object. Missed shards disappear after passing the player. Hazards and shards should be removed once they move well behind the camera/player. The course and objects should have cool icy materials: pale white snow, light cyan-blue edges/markings, dark blue-green trees and boulders, and luminous cyan shards. Create a fixed HUD over the 3D scene. At the top center, show two translucent dark glass panels: a left brand pill reading "FROSTLINE RUSH" in uppercase spaced pale-cyan lettering, and a right stats pill reading "Distance 0m", "Shards 0", and "Best 0m", with the numeric values emphasized. Track the best distance in local storage and update it when a run ends. At the bottom center show the hint "A / D or ← / → to carve · avoid trees · collect blue shards"; on mobile show the touch controls instead/alongside it as in the responsive layout. On initial load, display a centered rounded dark-blue glass menu card with a large white two-line title "Frostline Rush", the subtitle "Carve the endless chute, thread the gates, and grab every shard before the mountain wins.", and a bright cyan "Drop In" button. (Keep this exact visible copy even though the actual hazards are trees and snow boulders.) Clicking Drop In, or pressing Space while not running, resets the run, clears spawned objects, resets distance/shards/speed, places some trees farther down the course, and begins play. When the rider collides, stop gameplay and show a centered card titled "Snowed Out" with text like "You carved [distance]m and collected [shards] shards." plus a "Run It Back" button that resets and restarts. Use rounded corners, thin translucent cyan borders, subtle shadows, backdrop blur, and a dark navy background throughout the interface.