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Arcade › Hall Dash

Hall Dash

  • 3d
  • endless-runner
  • arcade
  • cartoon
  • mobile
  • pastel
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Juakita Sivels built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hall Dash yet. Play it, then tell Juakita Sivels what you would add next.

Make your own game

Hall Dash was built by Juakita Sivels 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 Hall 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.

Read the build brief for Hall Dash

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 “Hall Dash.” Use a fixed third-person chase camera behind and slightly above a colorful cartoon runner, looking down a long hallway; the runner stays near the foreground while the hallway, chairs, doors, and flowers move toward the camera to simulate forward motion. Use a soft pastel toon-rendered style with simple shadows, rounded low-poly/capsule geometry, bright colors, and a warm cream background with fog in the distance.

The player character is an original bright yellow rounded humanoid with a large capsule-like body, spherical head, simple pink curved mouth, yellow limbs, and a cyan-and-black visor/goggles across the face. Add a yellow ponytail/hair shape behind the head and animate the arms and legs in an alternating running stride. The character automatically runs forward and cannot stop while a run is active. Keep the character centered in one of three lanes, positioned around the foreground of the view. The three lane x positions should be clearly separated across the hallway.

Build one endless hallway environment: a wide pale-yellow floor, tall nearly white side walls with peach/orange vertical stripes, dark charcoal baseboards and horizontal panel lines, and repeating pale wall panels. Place repeating warm-brown framed doorways with black openings and small light handles along alternating sides; these doors are background decoration rather than collision obstacles. Include a green rounded spectator seated on a simple brown wooden chair on the left side in the distance, with tiny dark eyes and several colorful flower shapes around its head. Include a pink rounded spectator/peeker on the right with two long ears, dark eyes, and a small bright pink bow. These side characters gently animate/idle as the runner passes.

Gameplay: start on a title/instruction overlay with “Hall Dash,” a short explanation, a Start button, and desktop/mobile control instructions. Once started, automatically advance down the hallway and continuously increase speed slightly over time. The goal is to run as far as possible, avoid brown wooden chairs placed in the three lanes, and collect floating flowers. Chairs consist of a brown seat, tall back, and four legs and are the only damaging obstacle. Arrange a repeating course of chairs with varied lane placement. If the player is in approximately the same lane and close to a chair while on the ground, the run ends; jumping over a chair avoids the collision. On collision show a centered game-over panel titled “Caught!” with the distance run and number of flowers collected, plus a “Run Again” button.

Place collectible flowers floating above the floor in lanes, made from a small green stem, alternating pink and pale-yellow petals, and a yellow center. They gently bob and rotate. When the runner is in the same lane and near the flower vertically and horizontally, collect it, hide it, and increment the flower count; each flower is worth bonus score internally, while the visible HUD tracks the count. Recycle passed chairs, flowers, and decorative doors far ahead to create an endless course.

Controls: on desktop, A/D or Left/Right changes the target lane one step among the three lanes; Space, Up Arrow, or W jumps. On mobile, provide large circular bottom overlay buttons for left, right, and jump, with swipe left/right also changing lanes. Lane changes should smoothly interpolate. Jumping should use an upward impulse and gravity, with the player returning to the floor; allow jumping only while grounded.

HUD: use fixed screen-space rounded white pills with thick dark outlines and a subtle dark drop shadow. At top left show “Distance: [whole number]m • Flowers: [count]”. At top right show “Tap start” before play, “Keep running” during ground running, “Jumping” while airborne, and “Best [whole number]m” after game over. Keep the mobile controls visible as white circular buttons with dark outlines/shadows near the bottom corners. Match the clean, playful composition and very bright yellow/cyan/pastel palette of the reference screenshot without adding weapons, enemies, multiple environments, lives, or other mechanics.

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