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Arcade › Kickflip Run
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.
Nobody has said anything about Kickflip Run yet. Play it, then tell s-pallatj what you would add next.
Kickflip Run 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 Kickflip Run 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 browser game titled “Kickflip Run,” an endless 3D downhill skateboarding runner set on a neon dusk boulevard. Use a third-person chase camera positioned behind and slightly above the skater, looking forward down the road; the player stays near the bottom-center while the road, buildings, obstacles, and pickups move toward them to simulate constant forward motion. Use a dark navy sky/background with atmospheric fog, a warm orange glow on the distant skyline, and low-poly geometric visuals with emissive neon accents. Build the world from simple 3D geometry. The road is a long dark blue-gray slab about 12 units wide, bordered by raised gray-blue curbs. Add repeated small glowing cyan/white lane stripes in several lanes. Place rows of blocky dark-blue city buildings on both sides, with bright cyan glowing window panels. Include a warm orange sun/skyline glow in the distance. The road should loop endlessly by recycling segments as they pass behind the camera, while the side-city decoration scrolls more slowly for depth. The player is a stylized low-poly skater made from primitive shapes: an orange skateboard deck with pale metallic trucks and four dark wheels; a cyan body/hoodie area, yellow hoodie block, skin-tone spherical head and arms, and dark blue legs. Animate subtle leaning while steering. The skater can move laterally across five implied lanes, with continuous smooth movement rather than instant lane snaps, clamped to the road width. Lean the character into steering. Core loop: automatically travel forward at a starting speed of about 20, gradually accelerating with distance up to roughly 31. Award distance score continuously, scaled by the current combo multiplier. Spawn world objects ahead at regular intervals in random lanes: orange traffic cones, glowing golden faceted pickups, and pale cyan metallic rails. Cones and rails are hazards when the player is close in depth and lateral position and is not high enough in the air. A cone collision or low rail collision removes one of 3 board-health points, resets the combo to 1, briefly grants about 1.1 seconds of invulnerability with a blinking skater, and shows a collision message. After health reaches zero, stop the run and show a wipeout/game-over state. Avoided obstacles do not need a separate reward. Pickups hover slightly above the road, rotate, bob vertically, and glow gold. Collecting one adds 75 points multiplied by the current combo and increases combo by 0.15 up to 4. Display a “Line Boost”/pickup feedback message. The score also increases from distance at approximately speed × 1.75 × combo. Keep and display the best score using browser local storage under a game-specific key, updating it during the run and saving it at game over. Jumping is an Ollie: while grounded, press Space, W, Up Arrow, or the on-screen Jump button to launch vertically with an upward velocity around 7.9 and gravity around 18. While airborne, pressing K or the on-screen Trick button starts a kickflip only once per jump. Rotate the skateboard around its lengthwise axis during the trick. Starting a trick raises the combo by 0.25 and changes the trick state to “Kickflip.” If the player lands with the board’s rotation close to a complete rotation, award a clean kickflip worth 160 × combo, show “Clean Kickflip,” and display a clean-landing message. If a trick is active but the rotation is not close enough on landing, treat it as a sloppy landing and take a hit. If the player jumps without tricking, land normally. The HUD should communicate whether the player is cruising, ollieing, kickflipping, or has wiped out, and give context-sensitive instructions such as “Jump, then tap Trick for a kickflip,” “Throw the trick before you touch down,” and “Hold the line and land smooth.” Desktop controls: A or Left Arrow steers left, D or Right Arrow steers right, Space/W/Up Arrow jumps, K performs the airborne trick, and R restarts after game over. Mobile/touch controls: provide four translucent rounded on-screen buttons along the bottom—left, right, jump, and trick—with pointer/touch support; left and right should work as held controls, while jump and trick trigger on press. The initial start modal must include the title and description, explain desktop and phone controls, mention glowing pickups and traffic cones, and have a large light-cyan “Drop In” button. Starting or restarting resets score, health to 3, combo to 1, player position, speed, and all randomly seeded road objects. HUD styling should match a polished dark translucent glass interface with thin rounded borders, pale blue-white text, cyan highlights, and warm yellow/orange accent text. At the top, show a left “RUN” panel containing Score, Best, and Board health; show a right “TRICK LINE” panel containing the current trick label and a one-line trick hint. Include a temporary translucent message panel for events such as dropping in, collecting pickups, collisions, and clean landings. When the run ends, show a centered dark translucent overlay with wipeout/restart messaging and a prominent restart button. Make the layout responsive so the 3D canvas fills the screen and HUD/mobile controls remain usable on narrow phone screens. Use lighting with cool ambient illumination, a warm directional key light, shadows, fog, and emissive materials for the road stripes, windows, pickups, and skyline glow.