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Metro Dash

  • 2d
  • runner
  • arcade
  • pixel-art
  • neon
  • endless
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. Kentoons built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Metro Dash yet. Play it, then tell Kentoons what you would add next.

Make your own game

Metro Dash was built by Kentoons 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 Metro 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 Metro 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.

Create a browser-playable 2D top-down infinite-runner-style game titled “Metro Dash.” Use a Three.js orthographic camera and render crisp pixel-art-like sprites and a vertically scrolling neon city street on a dark background. The game should fill the viewport, preserve a stable tall playfield, and use nearest-neighbor/pixelated rendering.

Gameplay and goal:
- The player is a small top-down pixel character wearing a bright pink/purple hoodie, with a peach-colored head, dark legs, and a small shadow. Keep the player generally in the lower portion of the screen while the street and objects scroll downward to create forward motion.
- Start in an attract/title screen with the large heading “METRO DASH,” the subtitle “Reach the festival — dodge the drugs (harm reduction mode),” controls text “Move: WASD / Arrows,” “Restart: R,” and “First click/key enables audio,” plus a bright pink-to-purple “Start Run” button.
- The player can move freely in four directions with W/A/S/D or the arrow keys. Clamp movement within the visible road/playfield. Forward travel is automatic: each borough has a fixed distance and countdown timer, and the player must survive until reaching the FEST gate. There are no health points or lives; hitting a hazard is non-lethal but causes a temporary impairment.
- Progress through five timed borough segments in this exact order: Manhattan, Brooklyn, Queens, Bronx, Staten Island. Use approximate segment distances/timers: Manhattan 420 units/55 seconds, Brooklyn 450/58, Queens 480/60, Bronx 500/62, Staten Island 520/64. Scroll speed starts around 22 world units per second and increases by about 2.2 per borough. When a segment is cleared, show a short “Borough cleared” notification naming the next borough, update the road palette, clear hazards, and place a new gate. Finishing Staten Island and entering the final FEST gate wins.
- If the segment timer reaches zero, stop the run and show a centered end overlay titled “Time’s up.” with the borough and total Metro Dash Time. On victory, show “You made it to the festival!” and “Metro Dash Time: [time]s — harm reduction wins.” Include a “Run Again” button. The R key should restart at any point.

Street and environment:
- Build a repeating top-down asphalt road texture with sidewalks along both sides, a central dashed yellow lane marking, scattered tiny neon pixel flecks/signage, and repeating subway-track motifs with rails/ties. Add around ten decorative yellow New York cabs as background sprites; they drift/scroll downward and respawn above the view.
- Use these borough color palettes: Manhattan bright dark-purple asphalt with purple, pink, cyan neon and blue-gray tracks; Brooklyn warmer purple asphalt with red, cyan, and pink neon; Queens cooler navy/blue asphalt with cyan, green, and violet neon; Bronx gritty dark red/brown asphalt with pink, orange, and cyan neon; Staten Island very dark blue waterfront-like asphalt with cyan, pink, and green neon.
- Place a large neon FEST gate at the end of every segment: pink vertical side posts and top bar, a translucent cyan interior, and a small dark sign above it with pale yellow “FEST” lettering. The gate approaches as distance decreases.

Hazards and harm-reduction mechanics:
- Spawn drug-icon hazards ahead of the player at varying horizontal positions, scroll them toward the player, and remove them after they pass. Use three clearly recognizable pixel-art icon cards, each on a translucent dark square with a faint light outline and tiny warning pixel: a green cannabis leaf, a split cyan/pink pill for MDMA, and a yellow/orange lightning bolt for stimulants. Spawn cannabis most often, MDMA next, and stimulants least often; increase spawn frequency slightly in later boroughs.
- On collision, fade the hit icon but do not kill the player. Show a bottom-left educational toast for several seconds and update the top HUD impairment pill. Cannabis lasts about 6.5 seconds and applies a visible canvas blur plus mild desaturation; its toast explains slower reaction/coordination and safer choices such as not driving, starting low/going slow, and staying in a comfortable setting. MDMA lasts about 7 seconds and applies animated subtle heat-haze/wavy screen distortion; its toast explains increased body temperature/heart strain and recommends cooling breaks, moderate sipping of water, electrolytes, and avoiding mixing. Stimulants last about 6 seconds and make controls hyper-sensitive/erratic: increase movement speed to roughly 1.9–3.1x and add small sinusoidal/random drift to both axes; its toast explains heart rate, anxiety, overheating and redosing risks and recommends avoiding mixing, pacing, and resting if unwell. After the duration, restore “Clear” and normal visuals/controls.

HUD and interface:
- Put a compact row of translucent black rounded pills at the upper-left: borough name, “Time: [one decimal]”, “Distance: [rounded remaining distance]”, and “Clear” or “Impaired: cannabis/mdma/stimulants.”
- Use white/light-blue system text, translucent dark overlays, subtle borders, and a neon pink/purple gradient for buttons. The bottom-left toast should have a colored left accent matching the hazard and include the educational title/body plus a small hint that the effect lasts a few seconds.
- On first click or keypress initialize simple synth audio, with soft movement/hit tones, different hit notes, bass for stimulant hits, borough-clear tones, a losing note, and a short victory chord. Audio must not be required for gameplay.

Rendering/style details:
- Keep the visual language deliberately low-resolution/pixel-art: hard rectangular forms, crisp nearest-neighbor textures, neon colors, minimal shading, and a dark gritty NYC-night atmosphere. Implement the impairment visuals as a fullscreen postprocess: cannabis uses blur/saturation reduction, while MDMA uses animated horizontal/vertical waviness and noise-like heat haze. Do not add unrelated weapons, combat, collectible systems, lives, or invented enemies.

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