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Kick Deck

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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. s-pallatj built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Kick Deck yet. Play it, then tell s-pallatj what you would add next.

Make your own game

Kick Deck was built by s-pallatj 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 Kick Deck 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 Kick Deck

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.

Recreate “Kick Deck” as a single-page Three.js low-poly 3D skateboarding game. Use a third-person follow camera behind and slightly above a chunky stylized skater, with the rider moving away from the camera through a static open district rather than an endless road rushing toward the player. The scene has a bright pale-blue sky with light fog, soft directional shadows, green grass around the play area, dark charcoal asphalt roads, pale gray sidewalks, a large gray plaza, and a separate skatepark pad. Include a boulevard running forward/backward, a cross street, another road near the far side, white segmented lane markings, simple blocky skyline buildings around the perimeter, and many simple low-poly trees with brown cylindrical trunks and spherical green crowns. Keep the visual style clean, geometric, colorful, and lightly shaded with no realistic textures.

The playable avatar is a blocky skater on a yellow skateboard deck with black grip tape, silver trucks, four orange wheels, a light-blue rectangular shirt, dark pants, skin-colored block limbs, a round head, and a dark cap. The avatar rides forward according to its yaw and can turn freely, with simple visual leaning/push animation. Start the player near the center road, stopped, facing away from the camera. The camera smoothly follows about 10 units behind and 5 units above the skater, offset slightly to one side, and looks toward the road ahead; it should track the player as they roam within a bounded district.

Core loop: the player pushes repeatedly to accelerate from rest, coasts with drag, brakes to slow or fully stop, and steers around the district. Speed is capped around a fast skating pace. The player can ollie/jump, perform an air trick while airborne, hold a manual on the ground, and approach rails or ledges in the air to lock into grinds. A session ends after three slams; on the first two slams, stop the skater, reset them to their latest safe respawn position, remove one life, and reset the combo. On the third, show a “Wipeout” game-over overlay with the final score and a restart button.

Keyboard controls: Left/Right arrows or A/D steer; Up arrow or W performs one push when held; Down arrow or S brakes; Space ollies, and if grinding, pops out of the grind; K is held on the ground to enter and balance a manual, and a K press while airborne triggers an air trick. Releasing K exits a manual and banks it if held long enough. Provide equivalent mobile touch controls along the bottom: left, brake, right, push, ollie, and trick/manual. Make touch buttons large, rounded, dark translucent controls, with the push button highlighted by a cyan-to-green gradient. Use pointer hold behavior for steering, push, brake, and trick/manual.

Air trick behavior: tapping K/✦ in the air cycles visibly/messages through Kickflip, Heelflip, and Pop Shuv. Rotate the board/rider during the trick and only award points on landing if enough rotation was completed; otherwise reset/drop the combo with a sketchy landing. Ollie launches the player upward with a vertical impulse influenced by speed. Ramps/kickers in the district automatically launch the player when ridden over while grounded, displaying a brief “Launch” message.

Manual behavior: holding K/✦ while grounded and moving faster than a minimum speed enters a manual. Show a manual status and make the manual balance drift over time; steering affects balance. The HUD status should describe whether the manual is steady, shaky, or falling off. Releasing the button after a sufficient duration banks points; overbalancing or braking exits badly and resets the combo. Visually pitch the board/rider into a manual.

Place grindable spots around the plaza and skatepark: multiple thin metallic rails and chunky rectangular ledges, oriented along either the X or Z direction. When the skater ollies onto a rail/ledge at approximately its height and within its length, lock the player onto it and move them along its length. Give spots names such as “50-50 Grind,” “Boardslide,” “Ledge Grind,” “Crooked Ledge,” “Park Rail,” and “Low Hubba.” While grinding, steering changes a grind balance meter; show “locked in,” “shaky,” or “slipping” in the HUD. If balance exceeds the limit, slam. A clean end of the rail or a Space press pops out into the air and awards grind points if the grind lasted long enough. Include kickers/ramps near the roads and park, plus four planter hazards made from low rectangular boxes with a trunk and spherical tree; clipping one at low height causes a slam.

Scatter four loops of bright glowing green floating faceted pickup gems around the district, each gently bobbing and rotating. Collecting one hides it, adds combo-scaled points, extends the combo timer, and displays a short “+points”/“District line” message. Place pickups in loops near the plaza, park, and far roads. Include static decorative trees and distant rectangular buildings but no NPCs, pedestrians, traffic, music, or extra districts.

Scoring and HUD: award points for clean flip tricks, manuals, grinds, and pickups. Maintain a combo multiplier from x1 up to x8; successful scored actions increase it, pickups use the current multiplier, and a combo timer of roughly four seconds keeps a line alive. When it expires without a score, reset the combo to x1. Slams, missed/failed grinds, and bad manual exits reset the combo. At the top left, show a dark navy translucent rounded panel labeled “SCORE,” a large white score number, and a smaller status line such as “Push to move — the district is yours.” At the top right show a matching panel labeled “COMBO / LIVES” with green text formatted like “x1 · 3.” During actions, show short centered pill-shaped messages such as “Session live,” “Manual,” “Kickflip,” a grind name, “Launch,” or “Wipeout.”

On first load, show a centered translucent dark start overlay titled “Kick Deck,” explanatory text about pushing, braking, roaming, manuals, grinds, and flip tricks, a two-column control legend, and a bright “Start Ride” button. Hide it when the game starts. Keep the HUD and mobile controls over the canvas, use rounded panels, muted blue-gray text, cyan/green accents, and responsive sizing for desktop and mobile. Provide a game-over modal with “Wipeout,” the final score, and “Run It Back.”

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