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Arcade › Getaway Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gavin Jensen built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Getaway Dash yet. Play it, then tell Gavin Jensen what you would add next.
Getaway Dash was built by Gavin Jensen 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 Getaway 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.
Rebuild “Getaway Dash” as a playable Three.js-style 3D endless arcade driving game viewed from a third-person chase camera behind and slightly above the player car. The scene is a dark neon-ish night city: a very dark navy/black sky with fog, a long straight three-lane roadway extending into the distance, and sparse simple geometric block buildings on both sides. Use clean low-poly geometric visuals with strong readable colors and subtle blue emissive lighting. The road is made from repeating dark navy rectangular segments, with two thin glowing pale-blue lane divider lines creating three lanes. The roadway scrolls toward the camera continuously to create forward motion while the player remains near the lower-middle of the view. The player drives a simple blocky bright cyan/blue car centered in one of three lanes, with a rectangular body, dark blue-black cabin, and two small glowing white-blue headlights. Keep the player’s lateral movement constrained to lane positions approximately left, center, and right; left/right input moves between lanes with smooth interpolation, while Space activates a quicker handbrake-style lateral snap but costs speed and adds heat. W/A/S/D and arrow keys should work: W/Up accelerates, S/Down brakes, A/Left changes left, D/Right changes right, and Space handbrakes/drifts. The car continuously maintains a minimum rolling speed, accelerates toward a normal maximum of about 22, loses speed from drag, and braking reduces speed. A temporary boost raises the maximum speed by about 8. Procedurally recycle the road segments to make the route endless. Spawn simple orange/yellow rectangular road obstacles ahead on segments: usually one obstacle in a random lane, occasionally two in different lanes, with a high chance per segment. When the player intersects an obstacle, hide/remove it, play a short impact sound, reduce speed significantly, and increase heat substantially. Also spawn occasional glowing white/cyan cylindrical pickups in random lanes. Make them hover/bob and rotate; when collected, hide them, play a bright pickup chirp, grant roughly 2.2 seconds of speed boost, and reduce heat. The road should remain sparse enough that lane dodging is the main challenge. A red police cruiser follows behind the player. It should use the same simple block-car construction but red body, dark cabin, headlights, and a roof light bar with alternating flashing red and blue lights. The police car follows the player’s lane with a slight delay and shifts laterally toward that lane. Its following distance is dynamic: it starts relatively far back, but closes in as heat rises or player speed falls. Heat ranges from 0 to 100, rises when driving slowly, using the handbrake, or hitting obstacles, and naturally cools down over time; a boost cools it faster. Show the police distance in meters. If the police gets within approximately 4.2 meters, end the run with a “BUSTED” game-over state. Play intermittent two-tone siren blips when it is within about 6 meters. The player’s goal is to survive as long as possible and maximize score; score increases continuously based on survival time plus current speed. Use a cinematic but readable camera that follows the player’s x position gently, sits around y=5.3 and ahead/behind the car for a clear view of the road, and looks toward the road ahead. Use atmospheric exponential dark fog so distant obstacles, buildings, and police fade into the night. Add subtle synth engine ambience if desired, a short noise-like thud on collisions, a chirp for pickups, and the close-police siren blip, but do not let audio obscure gameplay. Place a persistent HUD over the upper-left/top area using large light text in rounded dark translucent panels with colored outlines: “Score: [integer]” in a blue-outlined panel, “Speed: [integer]” in a blue-outlined panel, “Heat: [integer]” in an amber/brown-outlined panel, and “Police: [distance]m” in a red-outlined panel below them. At the bottom, show the guidance text “Tip: stay fast and clean — hits make the cops close in.” Include an initial start/menu overlay identifying “Getaway Dash,” describing the escape premise and controls, and a click/start interaction that also enables audio. On game over show “BUSTED” and allow R to restart; resetting must restore score, heat, speed, lane, police distance, and recycle the road and city props. Keep the presentation minimalist, dark, neon-accented, and faithful to the visible block geometry rather than adding detailed textures or extra gameplay systems.