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Geometry dash in 2000
Click the game above and it runs right here in your browser. No download, no installer, no account needed. antonio funez built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Geometry Dash yet. Play it, then tell antonio funez what you would add next.
Geometry Dash was built by antonio funez 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 Geometry 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 Geometry Dash-inspired endless runner with a retro 2000s aesthetic. The game uses a fixed orthographic side-view camera in Three.js showing a horizontal auto-runner perspective. PLAYER: The player avatar is a cyan/turquoise glowing cube (1x1 unit) with a white/cyan emissive core square in its center. The cube auto-runs from left to right at a fixed horizontal position (-2.4 units from center). When grounded, the cube sits upright. When airborne, it continuously rotates counterclockwise in a spinning motion until landing. The player has arc-style jump physics with gravity. CORE MECHANIC: One-button rhythm platformer. The player taps/clicks/presses (Space, W, Up Arrow, or screen tap) to make the cube jump over obstacles. The world scrolls right-to-left toward the player at increasing speed (starting at 8.2 units/sec, accelerating to 15.2 max). Jump velocity is 12.5 units with -34 gravity. OBSTACLES: Two hazard types spawn from the right in procedural patterns: - Red/pink triangular spikes (cone geometry, 3-sided pyramid) positioned on the ground - Red/pink cubic blocks (1.05x1.05 cubes) floating at ground level Patterns include: single spikes, double spikes, triple spike clusters (0.9 units apart), single blocks, spike-block combos, and complex block-spike-block sequences. All obstacles have emissive glow (red/pink with darker red emission). COLLECTIBLES: Golden/yellow glowing orbs spawn above obstacles. Each orb has an octahedron core with a rotating torus ring around it. Collecting orbs adds points and triggers particle bursts with synth sound effects (720-980Hz sine wave). Orbs bob up and down and rotate continuously. GROUND & ENVIRONMENT: - Dark blue floor (navy/indigo) that extends infinitely, with subtle horizontal drift - Bright cyan glowing strip runs along the top edge of the ground as a lane marker - Cyan lane markers (rectangular bars) scroll along the ground edges, looping seamlessly - Semi-transparent back wall (vertical plane) behind the play area with slight parallax drift - Skyline of tall rectangular bars in background with varying heights, subtle vertical bob animation - Starfield of small white/cyan cubes in deep background (60 stars, minimal parallax) - Fog effect (navy/dark blue) creates depth PARTICLE EFFECTS: Box-geometry particles burst on: - Jump (8 cyan particles from player base, low upward spread) - Landing (7 white particles, minimal spread, plays 240-180Hz tone) - Orb collection (12 yellow particles, medium spread) - Death/crash (22 red particles, wide spread, plays 180-90Hz sawtooth) All particles have velocity, gravity, rotation, and opacity fade over 0.4-0.75 second lifespan. HUD & UI: - Top-left: Title card "PULSE DASH" with subtitle "Jump the spikes and survive the beat" in dark translucent pill - Top-right: Score percentage (e.g. "32%") in large green numbers, with "X orbs" count below in smaller text, plus menu button (≡ symbol) - Bottom-right mobile: Circular "JUMP" button (88px, cyan gradient, only on mobile/narrow screens) - Score = (distance × 4) + (orbs × 10), displayed as percentage - Pause menu accessed via Esc/M or menu button, shows Resume, Restart, Sound toggle, Theme toggle - Start overlay with controls explanation and "Start Run" button - Game over overlay shows crash message with score and restart option AUDIO: Lightweight synth sound effects using Web Audio API: - Jump: 540-760Hz triangle wave, 0.1 sec - Land: 240-180Hz triangle, 0.05 sec - Orb collect: 720-980Hz sine, 0.08 sec - Death: 180-90Hz sawtooth, 0.18 sec - Toggleable sound on/off THEME SYSTEM: Three color themes cycle (Pulse/Sunset/Volt): - Pulse: Cyan/blue/navy with pink accents (default shown) - Sunset: Purple/orange/amber warm tones - Volt: Green/teal neon cyberpunk Theme changes recolor all materials, fog, UI gradients, and emissive values VISUAL STYLE: Clean geometric low-poly 3D with: - Soft shadows (PCF shadow map) - ACES filmic tone mapping, exposure 1.15 - Emissive materials on all key elements (player core, obstacles, trim, orbs) - Pulsing emissive intensity synced to beats/actions - Radial gradient background (lighter at top, dark at bottom) - Material properties: low roughness (0.2-0.8), minimal metalness (0.05-0.2) DIFFICULTY: Speed increases gradually over time. Spawn frequency adapts to current speed (2.3 - speed × 0.13 seconds between patterns, minimum 0.95s). Patterns become more complex with tighter gaps at higher speeds. Score tracks best run and total orbs across all attempts.