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Kikourix Dash

  • 3d
  • endless-runner
  • arcade
  • low-poly
  • forest
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. João Lázaro Westphal baierfuz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Kikourix Dash yet. Play it, then tell João Lázaro Westphal baierfuz what you would add next.

Make your own game

Kikourix Dash was built by João Lázaro Westphal baierfuz 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 Kikourix 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 Kikourix 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.

Recreate “Kikourix Dash” as a simple stylized 3D endless runner viewed from a third-person chase camera. The player character, Kikourix, is a chunky low-poly capsule centered near the bottom of the view: a mustard-yellow capsule body, a pale lavender/white spherical helmet on top, and a small red cone-shaped crest. Place the character on a dark green three-lane forest path, with lane centers at left, center, and right. The path is a long rectangular strip surrounded by darker ground, with two very subtle dark lane divider lines. The camera is a 60-degree perspective camera behind and above the player, smoothly following the player and looking slightly ahead; use gentle camera smoothing and a dark atmospheric fog. The scene should feel like a nighttime or very dark dusk forest: black/navy sky, dim blue ambient light, a warm directional light, soft shadows, and rows of simple low-poly trees along both sides. Each tree has a brown low-poly cylindrical trunk and a dark green roughly spherical crown, extending into the fog. Use simple low-poly geometry and readable, muted materials rather than detailed textures.

Implement an endless runner loop. Kikourix stays at a fixed forward position while rocks and glowing orbs spawn far ahead and travel toward the player along the path. Spawn irregular gray low-poly dodecahedron-like rocks in random lanes; they sit on the ground and slowly rotate as they approach. If a rock reaches the player’s lane and close distance while Kikourix is on or near the ground, remove one heart. Start with 3 hearts. Briefly grant about 0.9 seconds of invulnerability after a hit and blink the player during that period. A jump lets the player clear rocks: use a vertical jump impulse around 7.6 with gravity around -19.5, and only permit jumping while grounded. Spawn small cyan/blue glowing spheres as collectible orbs in random lanes, floating around 1.1–1.7 units above the ground; sometimes spawn a second orb a short distance behind the first. When Kikourix overlaps an orb, remove it and increase the score by 1. Objects that pass well beyond the player should be removed.

Movement is lane-based rather than free steering. A/D or Left/Right changes the target lane one lane at a time, clamped to the three lanes, and smoothly damp the character’s horizontal movement toward that lane. Space, W, or Up jumps. R restarts only after game over, resetting score, hearts, speed, player lane, jump state, invulnerability, and all spawned objects. Start the forward speed at 1.0x (with an underlying movement speed around 10 units per second), gradually increase the displayed speed multiplier over time up to about 2.6x, and also gently increase the base speed as rocks spawn. Stop spawning and movement when all hearts are lost, show a game-over overlay with the final score, and leave the scene/camera visible. The character should have a slight running body bob and subtle crest wiggle.

Put a prominent white HUD at the top-left reading “Kikourix Dash”, then “Score: 0”, “Hearts: 3”, and “Speed: 1.0x” (values update during play). Below it show the controls text: “A/D or Arrow keys to move — Space to jump — R to restart”, and an audio instruction such as “Click or press any key to enable audio”; update that indicator to show audio is on after the first click/key press. Use browser-safe audio initialization on first click or key press and short synthesized triangle-wave blips: C4 for jumping, E5 for collecting an orb, and G3 for taking a hit. Render fullscreen responsively with antialiasing and soft shadows. The overall visual result should match the supplied view: a tall portrait-friendly frame dominated by a nearly black upper background, dim forest silhouettes on the sides, the converging three-lane path, the large Kikourix in the foreground, gray rocks and bright cyan orbs ahead, and high-contrast white instructional HUD text.

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