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Arcade › Magnet Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kerwens Janvier built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Magnet Dash yet. Play it, then tell Kerwens Janvier what you would add next.
Magnet Dash was built by Kerwens Janvier 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 Magnet 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 full-screen 2D canvas arcade survival game titled “Magnet Dash.” Use a dark navy/blue space-like arena with a subtle radial gradient background, faint blue 48px grid lines below the HUD, and about 90 tiny drifting pale-blue stars. The game is viewed straight-on from above with no scrolling camera; the playfield fills the browser viewport, with the top HUD area treated as non-play space. Render everything with clean neon vector/canvas shapes and soft glow effects. At the start, show a centered modal overlay with a translucent dark backdrop and blur. The rounded dark-blue card should display the large white title “Magnet Dash,” explanatory text about grabbing glowing shards and surviving, and a gold rounded “Start run” button. Clicking the button starts a run and hides the overlay. After the player collides with an enemy, stop the run and show the overlay again with the title “Run over,” a message stating the score and current combo, and a “Run it back” button. Pressing Enter when not running should also start a run. The player is a small cyan glowing arrow/ship in the arena, with a white circular eye/core near its pointed front. It begins at the center, faces its movement direction, accelerates smoothly toward the requested direction, and is constrained inside the screen (roughly 22px horizontal margins and from about 72px below the top to 22px above the bottom). Support keyboard movement with WASD and arrow keys. Also support touch/mouse pointer dragging: while the pointer is held on the canvas, steer toward the pointer position; do not move toward it when it is within about 12px. Increase the player’s movement speed gradually from about 250 up to about 350 as elapsed time increases. Spawn collectible gold shards as glowing, pulsing diamond/rhombus shapes. Start with five shards distributed randomly in the arena, then add them randomly over time at an increasing rate, while retaining no more than 12 active shards. Each shard has a small radius around 9px, pulses in size, and rotates slightly. When the player touches one, remove it, create a burst of roughly 12 gold square particles, and award 10 points multiplied by the current combo. Track a streak of collected shards: start the combo at x1, increase it by one every three shards collected, and cap it at x10. Display the integer score and combo in the HUD and update them immediately. Spawn red/pink glowing hunter enemies as angular arrow-like shapes with a small white eye/core, initially two enemies entering from random screen edges. Each hunter continuously homes directly toward the player. Its initial speed is randomly around 42–70 pixels/second and increases with elapsed time, making survival progressively harder; spawn additional hunters over time at an increasing rate. If any hunter touches the player, emit a pink burst, end the run, save the best score in browser local storage, and update the best score. Place a fixed HUD above the canvas content. At the top, show three compact translucent dark stat cards with thin light borders and rounded corners: “SCORE” on the left with a large white integer, “BEST” in the center with the saved high score, and “COMBO” on the right with a large gold value such as “x1.” At the bottom center show the small hint “Drag to steer · collect gold · dodge the red hunters.” Make the UI responsive, dark-themed, and use a clean system sans-serif font. Add soft shadows/glows to the stat cards, player, collectibles, enemies, and particles. The run is an endless score-attack survival game with no levels, weapons, lives, power-ups, or camera transitions.