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Arcade › Gridiron Dash
Experience the thrill of **Gridiron Dash** as you control a player racing down an endless field. Dodge defenders, kick field goals for points, and collect power-ups while managing your health bar; can you outlast the relentless challenges and achieve a new high score?
Click the game above and it runs right here in your browser. No download, no installer, no account needed. 30kthiruvallur built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Gridiron Dash yet. Play it, then tell 30kthiruvallur what you would add next.
Gridiron Dash was built by 30kthiruvallur 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 Gridiron 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 canvas game titled “Gridiron Dash,” a top-down/flat 2D American-football running game. Use a full-screen dark navy background and a fixed camera showing a vertical green football field centered on screen, with the player moving freely within the field rather than the camera scrolling. The field should occupy about 84% of the viewport width (from roughly 8% to 92%) and run from about 12% to 96% of the viewport height. Draw a white outer border, horizontal yard lines, finer short lines, and yard numbers 80, 70, 60, 50, 40, 30, 20, 10 down the left side, with mirrored upside-down numbers on the right. Put gold/orange end-zone bands at the top and bottom; label the upper one “END ZONE” in navy and the lower one “END ZONE” near its right side. Add a subtle dark navy area outside the field. The controllable avatar is a simple stylized football runner rendered as a gold/yellow circle around 18px radius, with a navy helmet/head area, a small white face/visor detail, and a white stripe across the top. Place the player initially near the upper third of the field. Display a translucent white “▲ RUN THIS WAY” route hint above the player. The player moves with WASD or arrow keys; normalize diagonal movement. Constrain horizontal movement to approximately 38% of the screen width from center and vertical movement between approximately 14% and 92% of the viewport. Base movement speed is about 240 pixels/second. Spawn 10 red opposing defenders around and ahead of the player. Render each as a red circle around 16px radius with a small peach face, dark helmet/hair block, and a white jersey number alternating between 2 and 7. Defenders pursue a lead point about 42 pixels ahead of the player’s current movement direction, with individual speeds around 82–128 pixels/second, a mild sinusoidal side-to-side movement, and varied aggression. Scale pursuit difficulty upward as score increases, up to roughly 2.35x. When a defender passes below the visible field, recycle it above the field at a randomized horizontal position and slightly increase its speed, keeping the action endless. The goal is to run toward the top end zone and keep the drive alive for as many yards and points as possible. When the runner reaches the upper boundary/end-zone area, award 10 additional drive yards, move the player back down to around 72% of the screen height with a small random horizontal offset, and spawn an additional defender above the player. Track the greatest forward progress as drive yards using the player’s vertical position; display score as floor(driveYards/5) plus floor(driveYards/35). On defender collision, if not temporarily invulnerable, count a tackle, push the runner away from the defender and downward, reduce drive yards by 4, reduce score by 1 without going below zero, and drain 35 turbo units. Give the runner about 1.05 seconds of invulnerability and tint the player light blue during that period. Add a sprint/turbo mechanic activated by holding Shift or a touch button labeled “TURBO.” While active and turbo is above 1, increase movement speed to about 1.65x and drain the turbo meter at roughly 38 units per second. When not boosting, regenerate turbo at about 16 units per second up to 100. Use a top HUD with rounded dark translucent pills: gold “GRIDIRON DASH” title, “Drive [number] yd,” “Score [number] • Best [number],” and “Turbo” beside a horizontal meter whose fill uses a green-to-yellow-to-orange gradient and scales with remaining turbo. Keep a bottom translucent hint reading “WASD / arrows to cut • Shift or TURBO to burst • keep the drive alive.” Support touch controls on small screens: a two-row directional pad at bottom-left with up, left, down, and right arrow buttons, plus a bottom-right gold TURBO button. Hide those controls on wider desktop screens. Buttons should be dark translucent rounded rectangles with pressed/active feedback; the TURBO button is gold with dark text. Make the layout responsive and prevent page scrolling. On initial load, show a centered dark translucent overlay card over the game with the large gold title “Gridiron Dash,” explanatory text about running downfield, juking defenders, scoring yards, and defenders learning the route, plus a red/orange “KICK OFF” button and small “Browser game • keyboard + touch ready” text. Clicking the button, pressing Enter, or pressing Space starts a run and hides the overlay. At game end/menu state, show a “DRIVE OVER” overlay with final score, yards, and tackles and a “RUN IT BACK” button; preserve and display the best score across runs. Use clean system UI typography, navy/gold/red/green football colors, soft shadows, rounded panels, and simple crisp canvas shapes; no external art assets are needed.