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Arcade › Jump Beat
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sonia Owens built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Jump Beat yet. Play it, then tell Sonia Owens what you would add next.
Jump Beat was built by Sonia Owens 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 Jump Beat 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 mobile-friendly 3D neon rhythm endless runner called “Jump Beat.” Use a third-person perspective looking down a long three-lane futuristic track toward the horizon, with the camera positioned behind and above the player. The world is very dark purple/black with a glowing club-stage aesthetic: segmented deep navy floor panels, faint lane divider strips, colored vertical light pillars on both sides, and large faint cyan/purple torus rings floating in the distant sky. Add fog, bloom-like emissive lighting, beat-reactive color pulses, and a subtle camera/world glow. The player is a small glowing white cube with pink/purple emissive shading, standing on the near end of the track. Place a glowing torus/trail ring beneath it. The player can occupy exactly three lanes, with lane centers spaced about 2.2 world units apart. Horizontal movement is lane-based and smooth: Left Arrow/A moves one lane left and Right Arrow/D moves one lane right, limited to the three lanes; lane changes are unavailable while airborne. The player automatically runs forward while the track and objects move toward the camera. The only vertical action is a single jump: Space, Arrow Up, W, tapping anywhere on the playfield, or pressing the large circular “JUMP” button at bottom right. Do not allow double jumping. Give the cube a short arc using upward velocity and gravity, with squash/stretch animation on takeoff and landing. Spawn an endless stream of colorful glowing square beat tiles in random lanes, moving from the far distance toward the player and then past the camera. Tiles should be roughly 1.7 wide, 1.85 high, and 1.7 deep, with a bright emissive palette cycling through pink, cyan, lime, orange, and violet. Put a rotating glowing halo ring at the base of each tile. Above every tile, float a collectible star coin graphic that bobs vertically and rotates; it can only be collected when the player is in that tile’s lane and jumping high enough. Beside each tile, add a small billboard-like pop avatar image, facing the camera and gently tilting. Keep obstacles spaced according to the selected song’s beat interval, roughly two beats apart, and continuously replace tiles after they pass the player so the run is endless. Collision rules: if the player is in the same lane as an approaching tile and is still low when it reaches the player, the run ends; jumping over the tile avoids the collision. A successful passed tile increases score and combo, updates best combo, and slightly increases movement speed, capped at a faster maximum. Score also increases slowly over time. Collecting a star coin grants additional score, with a small combo bonus, and plays a coin chime. Successful jumps/other actions should have short synthesized stings, and a failed run should play a descending fail sting. Synchronize a visual beat pulse to the currently selected song BPM: pulse the cube emissive material, rim light, distant glow, floor emissive intensity, halos, and background gradient. The game should play one of three looping original tracks, with song selection before a run: “Shadow Runner” (dark bass-pop, 136 BPM, pink accent), “Neon Rush” (glossy pop dance, 128 BPM, cyan accent), and “Energize The Beat” (festival electro pop, 124 BPM, yellow accent). Show each song as a selectable card with a pop-avatar thumbnail, title, vibe, BPM, and saved star rating. Build the HUD as fixed HTML overlay above the WebGL scene. At the top, show rounded translucent chips for SCORE, COMBO, STAR meter (0–5 filled/empty stars), selected SONG, and BPM. At bottom right show a large circular gradient pink-to-blue JUMP button. At bottom left show instructional text such as “Collect coins over the jump tiles, follow the beat, and fill your star meter.” On the initial menu, display a centered dark translucent rounded card titled “Jump Beat,” explain choosing a pop tune, jumping glowing tiles, collecting star coins, and building score, provide the three song cards, controls, and a “START RUN” button. Tapping the field or pressing Jump/Space should also start the run from the menu. When the player collides, stop the music and show a centered game-over card titled “Stage Clear-ish,” display the earned 0–5 star rating, score, coins, best combo, song selection cards, and a “PLAY AGAIN” button. Calculate the run’s star rating from score, collected coins, and best combo using thresholds that award 1 through 5 stars as performance improves; persist each song’s best star rating in localStorage and show it on song cards. Make the interface responsive for phones, hide overflow, disable browser touch scrolling, use large accessible controls, and keep the visual style as a polished neon pop dance game with original assets and no branded characters.