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Arcade › Lane Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. hillmichael1994 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Lane Dash yet. Play it, then tell hillmichael1994 what you would add next.
Lane Dash was built by hillmichael1994 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 Lane 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.
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 bright, clean 3D endless runner titled “Lane Dash.” Use a third-person follow camera behind and slightly above a blocky humanoid runner, looking forward down a straight track. The player stays near the camera while the track, obstacles, coins, and scenery move toward the player to simulate automatic forward running. Use a vivid cyan-blue sky with light fog, soft shadows, bright lighting, and a broad light-green meadow around the track. Build the track as a repeating green rectangular platform with raised darker-green curbs on both sides and two thin white lane-divider stripes, forming exactly three lanes at left, center, and right. Place repeated low-poly trees, pine trees, and occasional rock clusters along the sides. Use a Kenney-style blocky character model for the runner; animate it with a walk/sprint animation when available. The runner should visibly lean/scale slightly while changing lanes and squash horizontally/vertically while sliding. Core gameplay: the runner automatically advances at a starting speed represented as 1.0x. The player can switch between the three lanes with A/D or Left/Right arrow keys, with smooth movement toward the selected lane and a short input cooldown. On touch/coarse screens, show large bottom buttons for left, right, Slide, and Jump. Press Space (or the Jump button) to jump, only when grounded and not sliding. Use gravity and an initial upward velocity so the character arcs through the air, allowing jumps over short crate barriers and across full-width track gaps. Press S/Down (or Slide) while grounded to slide for about 0.72 seconds, reducing the character’s height so they can pass beneath low purple arches. End the run on collision with an obstacle or by falling into a gap: short crate barriers require jumping; purple low arches require sliding; a red/pink spherical moving hazard with a yellow spinning ring sweeps side-to-side across the lanes and must be avoided by lane movement or jumping; missing a gap jump ends the run. Collision feedback should be conveyed through a centered Game Over overlay with a reason such as falling into a gap, hitting a moving hazard, failing to slide under an arch, or failing to jump a crate. Generate repeating procedural obstacle patterns, spaced along the forward track: a single crate barrier with a coin line in an adjacent lane; a low purple arch with coins beneath it plus a crate in another lane; a full-width dark gap with a raised arc of coins above one lane; a moving hazard with coin lines; and two barriers blocking two lanes while the third lane is a safe coin route. Increase pattern spacing/difficulty gradually as distance grows. Recycle track segments and remove objects behind the player so the run is endless. Coins should be bright gold rotating 3D coins, generally arranged in lines along safe lanes and sometimes in an elevated jump arc. Collect a coin when the runner is close in x/y/z; hide it and add 1 to the coin count and 75 points. HUD and screens: place three rounded white translucent pill counters across the top reading “Score 0,” “Coins 0,” and “Speed 1.0x.” Score increases continuously with distance and also from coin pickups; display the score as an integer. Gradually increase actual running speed with distance, up to the implemented capped multiplier (approximately 2.85x), and update the speed pill. At launch, show a large centered white translucent rounded panel titled “Lane Dash,” with the instructions “Three lanes. Jump gaps and barriers. Slide under arches. Grab coins.” and “Controls: A/D or ←/→ to switch lanes, Space to jump, S/↓ to slide.” Include a bright orange-to-pink gradient pill-shaped “Start Run” button. Hide this panel while playing. When the run ends, show a matching centered panel with “Game Over,” the specific failure reason, final Score and Coins, the controls reminder, and a “Restart Run” button. On desktop show a bottom centered hint: “A/D or ←/→ lane switch · Space jump · S/↓ slide”; on mobile replace it with the touch control buttons. Keep the style cheerful, polished, minimal, and arcade-like, with rounded UI, dark blue text, soft UI shadows, and no weapons or combat.