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Geo Dash Lite

  • 3d
  • endless-runner
  • arcade
  • platformer
  • neon
  • procedural
0
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22 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. flamedude2424 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Geo Dash Lite yet. Play it, then tell flamedude2424 what you would add next.

Make your own game

Geo Dash Lite was built by flamedude2424 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 Geo Dash Lite 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 Geo Dash Lite

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 3D endless side-scrolling runner titled “Geo Dash Lite.” Use Three.js or an equivalent real-time 3D renderer and make the game fill the browser window responsively.

Camera and world: Use a dark navy/near-black scene with subtle fog, viewed from a perspective camera positioned behind and to the side of the runner, looking forward along the X axis. The player auto-runs to the right/forward along a long flat runway. The floor is a dark blue-purple box/platform with a glowing/emissive feel. Add evenly spaced thin blue accent strips across the runway width so the ground reads as a neon grid, with the lines following the player as the world scrolls. Lighting is understated: soft ambient light plus a cool pale-blue directional light. Keep the clean neon arcade aesthetic, with no decorative scenery beyond the runway, grid lines, player, obstacles, and faint jump afterimages.

Player: Represent the avatar as a bright cyan-white glowing 1x1x1 cube, initially resting centered on the runway. It automatically moves forward and cannot be steered horizontally. While airborne, rotate/spin the cube around its Z axis, and emit a short-lived trail of translucent cyan cube afterimages behind/at its position. The cube uses simple lit/emissive materials and should stand out against the dark background.

Core loop and goal: The player continuously runs and the goal is to survive as long as possible while maximizing distance. Start at speed 10.5 world units per second and gradually increase the speed over time. Display distance as the score, rounded down to an integer, and the current speed with one decimal place. Spawn obstacles procedurally ahead of the player and remove them once far behind, maintaining a runway of obstacles in front.

Jumping: Implement a single jump only—no double jump. Space, W, or the Up Arrow requests a jump; on touch/mobile, a tap requests a jump. A jump should use upward velocity about 13.2 and gravity about -32, with the cube landing back on the floor. Include forgiving input timing: roughly 0.11 seconds of jump buffering and roughly 0.085 seconds of coyote time, allowing a buffered jump just after landing or a jump shortly after leaving the ground. Do not allow air jumps.

Obstacles and collision: Place obstacles on the center lane of the runway at randomized gaps of roughly 3.6–6.3 world units, beginning ahead of the player and continually spawning about 60 units ahead. Most obstacles are neon magenta/pink four-sided cone-like triangular spikes, approximately 1.1 high and 1.1 wide, sitting on the floor. Occasionally (about 16% of spawns), use a yellow/gold 1x1x1 cube block instead. Very occasionally, make a double-spike formation by placing a second pink spike about 1.15 units after the first. Use simple axis-aligned bounding-box intersection between the player cube and obstacles. On collision, immediately stop gameplay and show the game-over overlay.

HUD and game-over state: Put a compact HUD at the top-left over the canvas reading “Score” followed by the current integer distance and “Speed” followed by the current one-decimal speed. Beneath it show the instruction “Space / ↑ to jump · R to restart.” When the player hits an obstacle, darken the play view if desired and display a centered translucent dark rounded rectangle with a thin blue outline containing large white “Game Over” text, then “Press R to restart,” and “(Or tap/click here).” Pressing R while game over, or tapping/clicking the overlay, clears all obstacles and resets distance, speed, player position, jump state, and the spawn sequence to restart the run. A tap/click during active play should jump.

Audio is optional: if browser audio is available, initialize it after the first keyboard or pointer input and play a short high synth blip on jump and a brief noise-like crash on collision. The game must still work without audio. Keep the presentation minimal, polished, and faithful to a neon Geometry-Dash-like endless runner without adding menus, collectibles, enemies, weapons, lives, or extra lanes.

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