Arcade › geometry dash
cube game where you jump
Click the game above and it runs right here in your browser. No download, no installer, no account needed. agostino.murphypl 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 agostino.murphypl what you would add next.
geometry dash was built by agostino.murphypl 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 responsive browser game titled “Geomity Dash,” a minimalist neon side-scrolling auto-run platform game. Render gameplay with an HTML canvas filling the viewport and a fixed HUD over it. The camera is side-on and the player stays near the left side while the world scrolls from right to left as distance increases; use a dark navy vertical gradient background (#111848 to #090b19) with subtle animated vertical pulse/grid lines, a dark indigo lower ground area beginning around 78% of the viewport height, and a bright cyan horizontal ground line. The player is a glowing geometric avatar centered around x=130: by default a cyan 30x30 square with a soft cyan glow and two small dark square eyes. Let the user select one of four avatar icons from the menu: square (cyan), diamond (yellow), circle (pink), or triangle (lavender). Rotate the avatar continuously while airborne/running; when it lands, snap its rotation to the nearest 90 degrees. Physics should feel like a simple Geometry-Dash-style jump: the character automatically runs forward through a scrolling level, gravity is about 2500 px/s², jump velocity is about -720 px/s, and jumping is only allowed while grounded. The player’s collision shape is approximately a 14px-radius circle centered in the avatar. Controls: make jumping available by clicking/tapping the large circular JUMP button at the lower-right, tapping/clicking the canvas, or pressing Space, ArrowUp, or W. Prevent browser scrolling on these inputs. Press Escape during a run to return to the menu. If jump is attempted from the menu, return/show the menu rather than starting automatically. Build a menu overlay in the center using a nearly opaque dark panel with a rounded 18px border in blue-violet, blue glow, and responsive width. Show the yellow GEOMITY heading, the instruction “Choose a difficulty and your dash icon.”, a LEVEL SELECT section with ten buttons labeled LEVEL 1 through LEVEL 10, and difficulty labels: levels 1–2 EASY, 3–4 NORMAL, 5–6 HARD, 7–8 VERY HARD, 9–10 INSANE. Include an ICON SELECT row with four selectable geometric icon buttons, visibly highlighting the selected icon in yellow. Include an ENDLESS MODE button. Starting a level hides the menu, increments the attempt count, resets score and distance, and generates that level’s obstacles and orbs. Generate a fixed-length level of about 5200 world pixels for numbered levels. The player’s world distance advances at about 360 px/s. Place red triangular spike obstacles on the cyan ground, initially beginning around world x=430 and then at spacing approximately 320 minus 14 pixels per level, never below 190. Higher levels have a greater chance of clusters; a cluster is two spikes separated by about 31 pixels, and on level 8 or above it can be three spikes. Spike height is about 32 pixels plus 1.2 pixels per level, and width is 30 pixels. Collision between the player and a spike ends the run immediately with a CRASH! overlay and the text “The spikes got you.” plus the score. Add glowing yellow diamond orbs above the ground on every other obstacle position, generally around 100 pixels above ground with an additional varying vertical offset; collecting one when the player is within roughly 28 horizontal and 32 vertical pixels adds 100 points and removes it. Also provide Endless Mode, using a world length/checkpoint of about 14000 pixels, minimum obstacle spacing 190, spacing varying with attempts, and a higher cluster chance of about 35%. When the distance reaches the configured level length, stop the run and show a FINISH! overlay. For a numbered level say “Level N cleared!”; for endless mode say “Endless checkpoint reached!”. In either case show the final score and PLAY AGAIN/RETRY and MENU buttons. Retry should restart the selected mode and level. The HUD should remain visible during play: top-left large bold tracked text “GEOMITY DASH”; top-right score formatted as “N pts,” the current label such as “LEVEL 1 · EASY” or “ENDLESS,” and “Attempt N” (before play show “Ready”); a large translucent cyan circular JUMP button with a light border at lower-right; and a thin rounded progress bar along the bottom with indigo outline/dark fill and a cyan-to-yellow fill showing distance divided by level length. Add a passive score increase of about 10 points per second in addition to orb points. Use crisp canvas geometric shapes, bright neon colors, soft shadow/glow effects, strong contrast, and responsive sizing for desktop and mobile. Do not add enemies, weapons, lives, powerups, multiple lanes, or other mechanics not described here.