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Arcade › Mushroom Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Cameron Mains built it with Cinevva, so it works on a phone or a tablet too.
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Mushroom Dash was built by Cameron Mains 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 Mushroom 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.
Rebuild “Mushroom Dash” as a family-friendly 3D side-scrolling platform game using an orthographic camera and simple stylized Three.js-like geometry. The camera looks side-on across a bright platforming meadow, with a sky-blue background and light atmospheric fog. Keep the action on a mostly horizontal 2D plane while using shallow 3D depth, soft shadows, directional sunlight, and rounded prop-style models. Core game: the player starts near the left side of a long grassy dirt strip and runs to the right. The objective is to collect spinning gold ring-shaped coins, jump across raised platforms and pipes, stomp the walking enemy, survive the boss gate, then reach the finish flag. There are 10 selectable levels. The player has 3 lives, and falling off the level or taking an unprotected enemy/projectile hit costs a life and knocks the character backward/upward. At zero lives show a Game Over panel. The player wins after clearing the boss of level 10 and reaching the far-right flag. Preserve collected coins when transitioning between levels. Main menu: show a centered dark translucent blue rounded panel with a large “Mushroom Dash” title, a short instruction, player selection buttons for “Maro” and “Lugiu,” a grid of level buttons 1 through 10, and a gold Start button. Maro is the shorter character with a red cap and blue body; Lugiu is taller, with a green cap, blue body, and a small white cap badge. Level selection determines the starting level. On entering a level, briefly show a centered level-intro card: level number, a world title such as “Meadow Run” for level 1, “Bone Bridge” for level 2, “Purple Paint Keep” for level 10, and a boss-gate subtitle. Player model: build a cute low-detail mascot from a blue rounded/boxy torso, peach spherical head, colored block cap and brim, with Maro using red cap accents and Lugiu using green cap accents. The character faces the direction of movement, flips horizontally, tilts slightly in the air, and grows visibly while the Super power is active. During temporary invulnerability after damage, blink the character. Purple paint damage temporarily recolors the player purple. Controls: keyboard Left/Right arrows or A/D move; Space, W, or Up Arrow jump. Jump only when grounded, with stronger jump and movement while the blue boot power is active. Include translucent mobile controls along the bottom: left and right arrow buttons grouped at bottom-left and a large Jump button at bottom-right. Include a Pause button in the HUD; P or Escape also toggles pause. Pause opens a panel with Resume, Restart, and Level Select. Physics and collisions: use horizontal acceleration and friction, capped running speed, gravity, solid collision with ground, brick blocks, question crates, and green pipes. The player can land on top of platforms, bump their underside, and is reset after falling below the level. The single regular enemy per level is a brown, rounded, wobbling bug/goomba-like creature with white eyes, dark pupils, brows, and small dark feet. It patrols back and forth in a limited range. Jump onto it to defeat it and bounce upward; Star power also defeats it on contact. Otherwise it damages the player. Level geometry and scenery: every level has a solid wide dirt ground slab with a bright green grass cap and occasional dark pebbles. Add raised orange-brown brick platforms with darker top/bottom lips and vertical seams, plus gold/yellow question crates with darker trim, corner rivets, and a white question-mark symbol. Add layered green cylindrical pipes with a wide lip, dark opening, and light green highlight stripe; they act as solid obstacles/platforms. Scatter spinning gold torus/ring coins in low arcs and above platforms. Add red mushroom pickups, blue boot pickups, and golden star pickups as visible 3D objects that bob gently and rotate. Decorate the background and ground with puffy white clouds, small mushroom trees with brown trunks and green spotted caps, rounded green bushes, pink flowers with yellow centers, and short wooden fences. Place an upgraded red finish flag on a tall pale pole with a gold ball and dirt-colored base at the far right. Level 1 layout should be a bright Meadow Run: long ground, three small raised blocks near the start (brick, question, brick), additional brick ledges at varying heights, three green pipes, many coins, a red mushroom around the early question platform, a blue boot around a higher middle platform, a gold star near the late question platform, one patrolling wobble bug, and a blue Shell King boss near the far right. The Shell King is a rounded blue shell creature with a tan belly, horns, red spikes, feet, eyes, a visible 3-segment health bar, and a short patrol. When the player gets near, it throws glowing orange fireballs. Stomp it from above or touch it while Star-powered to reduce its 3 HP; the flag cannot be used until it is defeated. Levels 2–9 should use the same readable platforming structure but vary the sky color, heights and widths of orange brick/question platforms, pipe heights, coin arcs, decorative scenery, and boss encounter. Each has exactly one regular patrol enemy and a boss gate. Use the generated layouts shown by the mechanics: ground extending across the level, platforms around x positions roughly -2 to 34, pipes around 6–30, a boss around the far-right x~39, and a finish flag around x~43. Level 2 uses the darker blue “Bone Bridge” mood and a bone-shell king boss with a black shell, pale skull/jaw, horns, ribs, spikes, and a 5 HP bar. Other non-10 worlds use either the Shell King (on levels divisible by 3) or bone-shell king variant. Bosses patrol, show their health bar, and launch projectiles when the player is close. Level 10 must feature the purple junior boss: a purple rounded turtle-like boss with a pale head and snout, white bib, horns, dark feet, eyes, and a 6 HP purple health bar. It alternates between throwing glowing purple paint blobs and purple spiked-ball hammers. Paint blobs damage the player and apply a temporary purple color effect; hammers travel with an arcing trajectory and spin. Star power can defeat enemies and damage bosses on contact; ordinary boss damage is done by stomping from above. After all 6 HP is removed, allow the player to reach the flag and finish the game. Power-ups: collecting the red mushroom activates SUPER for 18 seconds, visibly enlarges the player, adds 5 coins, and absorbs one incoming hit before expiring. Collecting the blue boot activates SPEED for 12 seconds, increases run speed and jump strength, and adds 3 coins. Collecting the gold star activates STAR for 8 seconds, makes the player invincible, causes enemy/boss contact to hurt them, and gives the player a bright/pulsing star-like power appearance. Display the current power label as None, SUPER, SPEED, STAR, or PURPLE in the HUD. HUD and presentation: place a top overlay of pill-shaped translucent dark-blue badges with white borders and bold white text for Coins, Lives, Power, and Level, plus a Pause pill/button. Use a polished, chunky, playful UI with rounded corners, shadows, and strong text outlines. The reference view shows a sky-blue playfield, bright green grass, brown dirt, orange brick ledges, yellow crates, shiny yellow ring coins, and soft puffy clouds. Keep the game visually clean, colorful, original, and mascot-platformer-like without using copyrighted character names or assets. Start simple synth sound effects and a looping light triangle-wave background groove only after the first keyboard or pointer gesture; use sounds for jumping, collecting coins/powers, stomping, taking damage, boss hits, projectiles, and winning.