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Arcade › Mia Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lie Lie Ming built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mia Dash yet. Play it, then tell Lie Lie Ming what you would add next.
Mia Dash was built by Lie Lie Ming 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 Mia 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 browser-based 3D endless runner titled "Mia Dash" using Three.js. Use the supplied asset `assets/Rig_model_mia.glb` as the player character; scale it to about 1.8, place it on the ground, rotate it 180 degrees around Y so it faces the forward travel direction, and play a suitable run, walk, or idle animation from the GLB (fall back to the first animation). If the model has not loaded yet, show a temporary capsule placeholder and begin gameplay once the model is ready. Gameplay is a forward-running three-lane runner. The player continually moves forward along the positive Z axis at an initial speed of 12, gradually accelerating by 0.3 per second up to a cap of 22. The three lane X positions are -4, 0, and 4, with the player starting in the center lane at z=0. Left/right lane changes are discrete target-lane changes but visually smooth: pressing A or Left Arrow moves one lane left, and D or Right Arrow moves one lane right, clamped to the outer lanes. The player automatically interpolates toward the selected lane. Press Space or W to jump; a jump starts with vertical velocity 13 and uses gravity -28, returning to y=0 when landing. Only allow another jump once grounded. Place randomly generated dark reddish-brown box obstacles ahead of the player. Each obstacle is a box approximately 1.8 wide, 2.2 high, and 1.8 deep, positioned at y=1.1 in a random one of the three lanes. Spawn an initial obstacle at z=25, then as the player advances spawn another roughly every 18 units, about 28-34 units ahead, with occasional additional coin spawns. Obstacles behind the player by 12 units should be removed. A collision occurs when the player and obstacle are within about 1.6 X units and 1.8 Z units and the player's y is below 2.8; end the run immediately, so jumping can clear an obstacle. Add collectible gold coins as short vertical cylinders/discs, about radius 0.45 and depth 0.15, rotated so their circular face is visible from the forward camera. Put them at y=1.8 in random lanes. Initially spawn coins at z=18 and z=32; during the run sometimes spawn one around 22-30 units ahead and less frequently another around 35 units ahead. A coin is collected when the player is within approximately 1.3 X, 1.6 Z, and 1.2 Y units; remove it and add 15 points. Remove coins more than 12 units behind the player. Score continuously increases based on travel distance, approximately `playerSpeed * deltaTime * 0.6`, displayed as a floored integer. The HUD is a white overlay in the upper-left with a large bold line reading `Score: 0` (updating live) and a smaller instruction line reading `A/D or ←→ to switch lanes • Space to jump`. On collision, freeze gameplay and show a centered semi-transparent black rounded panel with the title `Game Over`, the final score, and a white `Restart (R)` button. Restarting via the button or R key resets score, player speed/run state, lane, position, jump state, obstacles, and coins, then respawns the initial obstacle and two initial coins. Support touch input: tapping/starting a touch jumps when grounded; horizontal swipes of more than about 60 pixels switch one lane in the swipe direction. If the game is over, tapping restarts. Handle window resizing responsively. Visual presentation: use a third-person perspective camera behind and above Mia, initially around (0,7,-14), looking toward the runner and the road ahead. Follow the player smoothly as she advances, keeping the camera around 13 units behind, y=6.5, with slight horizontal follow, and look toward a point around 6 units in front and y=2.5. Render an outdoor low-poly scene with a broad flat green ground plane, pale gray/white lane guide lines extending far into the distance at x=-4, 0, and 4, blue sky-colored fog/horizon, and simple evenly spaced roadside trees. Each tree has a brown cylindrical trunk about 3.5 high and a rounded dark-green spherical canopy, placed on both sides around x=-9 and x=9 at intervals of about 18 units. Use hemisphere and directional lighting, Lambert-style materials, antialiasing, and fog so distant scenery fades into a light blue horizon. Keep the minimalist geometry and straightforward arcade presentation visible in the reference: black page background outside the rendered canvas, white HUD text, green field, simple trees, brown obstacles, and gold coin pickups.