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Arcade › Neon Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jace Boob built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Neon Dash yet. Play it, then tell Jace Boob what you would add next.
Neon Dash was built by Jace Boob 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 Neon 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-playable endless 3D arcade runner titled “Neon Dash,” inspired by Geometry Dash. Use a minimal 2.5D diorama with a fixed side-on perspective: a dark navy/black scene, a broad glowing neon floor grid receding into the distance, atmospheric fog, scattered cyan floating particle dots, and a row of dark blue/purple rectangular background bars at the far back that slowly parallax-scroll. The camera should be a perspective camera positioned up and to the left/front, looking across the track so the player and obstacles move horizontally from right to left while retaining visible depth. The player is a bright cyan/turquoise emissive cube, approximately 1 unit on each side, positioned near the left side of the track on the floor. It automatically runs forward; visually, the world/obstacles move left toward the player. Add a soft dark circular shadow beneath it. While running, rotate/roll the cube around its Z axis continuously to convey motion. In the menu/ready state, have it gently bob and tilt. Core gameplay is endless survival. The cube starts on the floor and can make one jump at a time. Apply gravity and a strong upward jump impulse; the player can only jump when grounded, and landing returns it to the floor. Controls: Space, mouse click, or touchscreen tap jumps; clicking/tapping from the menu starts a run and then jumps; P pauses/resumes; R restarts (from a crash, or starts from menu); M returns to the main menu; Escape toggles pause, and from a crash returns to menu. Include a Play button on the menu, Restart after crashing, and Main Menu buttons where appropriate. Start a simple synthesized electronic beat when a run begins, plus short synth jump and crash sounds, only after browser audio has been unlocked by user input. Continuously spawn obstacles ahead on the right, initially around 26–33 world units away, and move them left at the current run speed. Use two obstacle types: about 62% pink/magenta glowing four-sided cone spikes, lethal on contact; and otherwise glowing green blocks with widths/depths around 1.1 and randomized heights of 1.2, 1.75, or 2.3 units. Green blocks are solid platforms: the cube may safely land on their top surface, but colliding with their side or underside is lethal. Vary obstacle depth lane slightly among z=0, z=0.75, and z=-0.75, while keeping the cube on the central lane and using simple axis-aligned bounding-box collision. Occasionally spawn a second obstacle shortly after the first. Remove obstacles after they pass well behind the player. The run begins in a READY state after Play and transitions to RUNNING on the first jump/input. During RUNNING, score rises continuously based on survival time/distance and is displayed as an integer. Gradually increase speed from roughly 11 units/second toward 22 over time and reduce the spawn interval from roughly 1.1 seconds toward a minimum of 0.55 seconds, making the endless run harder. Any collision changes the state to CRASHED, stops the beat, plays a crash cue, and saves the highest integer score in browser local storage. There is no win condition; the only objective is to survive and improve the best score. Build a clean HUD over the canvas. At the top show the spaced uppercase title “NEON DASH,” a compact control hint such as “Space/Click: Jump · P: Pause · R: Restart · M: Menu,” and rounded dark translucent stat boxes for “Score: 0,” “Best: 0,” plus a bright cyan READY/RUNNING/PAUSED/CRASHED state pill. On the initial menu, show a centered dark translucent panel with the title NEON DASH, the message “Play an endless run — jump to the beat,” and a bright pink Play button. On crash show “CRASH,” “Press R to restart,” a Restart button and Main Menu button. On pause show “PAUSED,” “Press P to resume,” Resume and Main Menu controls. Use a dark blue translucent overlay and rounded panels, cyan/magenta/green neon accents, subtle emissive materials and additive-looking particle dots rather than elaborate textures. Keep the scene responsive to the browser viewport and preserve the minimalist neon arcade visual style.