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Arcade › Neon Dodge
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Angel Valdez built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Neon Dodge yet. Play it, then tell Angel Valdez what you would add next.
Neon Dodge was built by Angel Valdez 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 Dodge 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 dodging game titled “Neon Dodge.” Use a dark futuristic neon aesthetic and a third-person chase camera looking slightly downward at the player and the incoming playfield. The world is a broad dark navy floor made from repeating tiles, with a bright cyan perspective grid and faint fog fading into a nearly black background. The player is a small rounded capsule-like character centered near the camera: dark blue/indigo body with a blue emissive glow, plus a small bright teal glowing core that gently pulses. Keep the play area approximately 8 units wide; the player can move freely horizontally within the left/right bounds rather than using fixed lanes. The game runs continuously as the floor and objects scroll toward the player. Spawn bright magenta/pink rectangular block obstacles far ahead, at random horizontal positions across the play area, with varied widths, heights, and depths. They travel toward the player with the scrolling world. The player has a spherical collision radius; colliding with any block immediately ends the run because there is one life and no health system. The player can jump vertically over obstacles using a simple gravity-based arc, with a jump impulse that starts from the ground and landing back at the floor. Spawn bright cyan/teal glowing spherical orbs ahead at random horizontal positions and random heights from low above the floor to around jump height. Orbs drift/float subtly, and collecting one removes it and adds 10 points. Award passive survival points continuously while alive (about 2 points per second), displaying the current score as a whole number; collected orbs add their 10 points on top. Gradually ramp the scrolling speed over time: begin at 1.0x and increase smoothly up to roughly 2.8x, with obstacle and orb spawn intervals also becoming somewhat shorter over time. Continue spawning one obstacle and one collectible on independent randomized timers. Remove entities after they pass behind the player. The objective is to survive as long as possible and collect as many orbs as possible. Controls: A/D or Left/Right Arrow accelerate the player horizontally, with smooth movement and braking/damping when released; Space, W, or Up Arrow jumps. Press R after a crash to reset the run, clear all entities, return the player to the center and reset score, time, and speed. Also support simple pointer/touch behavior: holding/tapping the left side moves left, the right side moves right, and tapping the upper portion of the screen triggers a jump. Prevent the jump from repeating in midair. Place a clean HUD over the top of the game. Show the title “NEON DODGE,” an audio status pill that initially says “Click to enable audio” and changes to “Audio: ON” after the first click or key interaction, and rounded outlined pills for “Score: [value],” “Best: [value],” and “Speed: [multiplier]x.” Save the best score locally so it persists between runs. Show an instruction line such as “Move: A/D or ←/→ · Jump: Space (or W/↑) · Restart: R.” When the player crashes, display a centered overlay reading “CRASHED” and “Press R to restart,” while leaving the scene visible behind it. Use minimal synthesized audio when enabled by user interaction: a short high synth tone on jump, a bright higher tone on orb collection, and a brief noise/low tone on crash. Render with simple glowing/emissive materials, soft cyan and magenta lighting, a dark fog, and a perspective camera that follows the player smoothly from behind and above. Keep geometry simple and clean: no power-ups, shields, weapons, enemies beyond the rectangular obstacles, dash, leaderboard, or additional lives.