Arcade › Golden Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sarfaraj Shaikh built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Golden Dash yet. Play it, then tell Sarfaraj Shaikh what you would add next.
Golden Dash was built by Sarfaraj Shaikh 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 Golden 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 playable 3D endless runner titled “Golden Dash.” Use a third-person perspective from behind and slightly above the player, looking down a long three-lane golden-brown road that narrows toward the horizon. The player stays near the lower center of the screen while the road, obstacles, collectibles, and scenery move toward them, creating forward motion. Use a bright pastel candy/snow landscape: sky and fog are light blue, the road is warm ochre/gold with two thin pale-yellow divider lines separating three lanes, and the ground beside it is blue-turquoise. Scatter large rounded white snow igloos/drifts on the left and tall lollipops on the right, with white sticks and glossy pink or cyan spherical candy tops. Keep the style clean, colorful, low-poly/stylized 3D with soft shadows, bloom-like glossy materials, atmospheric fog, and bright warm sunlight. The player is a small stylized humanoid runner centered initially in the middle lane, continuously running forward. If a character asset is available, use an animated running humanoid; otherwise use a simple golden-yellow capsule-like body with a peach head. The player can occupy exactly three lanes (left, center, right). Left/right input shifts one lane at a time, with smooth horizontal interpolation rather than an instant visual teleport. Up or Space makes the player jump with gravity, allowing them to rise over obstacles. Down makes the player slide for about 0.62 seconds, visually compressing the character vertically; while sliding on the ground, the player avoids the obstacle collision. Only allow jumping from the ground and do not allow lane movement beyond the outer lanes. Spawn gray rectangular block obstacles in random lanes ahead on the road. Each block is chunky, approximately 1.65 wide, 1.5 high, and 1.3 deep, and has a prominent red/pink X made from two crossed bars on its front. Obstacles approach the player as the game advances. A collision occurs when an obstacle is close to the player, in the same lane, and the player is neither high enough from a jump nor sliding: specifically, ground-level contact below roughly 1.1 world units ends the run, while jumping over about that height avoids it. Remove objects after they pass behind the camera. Gradually accelerate the forward speed from about 19 up to a cap around 31, and increase obstacle spawn frequency as speed rises, with obstacles appearing roughly every 0.72–1.5 seconds. Add collectible golden crowns in the lanes ahead. Build each as a shiny gold ring with three small pointed gold prongs, floating around 1.25–1.55 units above the road and continuously rotating. Spawn them frequently (about every 1.05 seconds), usually in lanes that are not the lane occupied by a newly spawned obstacle, plus additional random crowns. Collect a crown when the player is in the matching lane, close to the player’s depth, and below about 2.2 units high; increment the score by one and remove that crown. There is no health system or lives counter: hitting an obstacle immediately ends the run. Implement a start/game-over flow. Initially show a centered dark translucent card with a gold border, the title “Golden Dash,” the instruction “Dodge the X-blocks. Grab every crown.” and a gold “START RUN” button. Starting resets the score, speed, player lane/state, and all active obstacles/crowns. On game over stop the world motion and show the card again with heading “RUN OVER,” text “You collected N crowns.” and a “RUN AGAIN” button that restarts the run. Enter should also restart after game over. Overlay a compact HUD over the 3D scene. At the upper left show a dark translucent rounded pill with a crown icon and the current score, initially “👑 0.” At the upper right show a matching pill with the controls text “← → lane ↑ jump ↓ slide.” At the bottom center show four large light translucent rounded touch buttons in the order left arrow, up arrow, down arrow, right arrow; they should work with pointer/touch input and have subtle gray drop shadows. Also support keyboard ArrowLeft, ArrowRight, ArrowUp, Space, and ArrowDown. Make the layout responsive and keep the canvas full-screen with no scrolling.