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Neon Rush

  • 3d
  • endless-runner
  • cyberpunk
  • arcade
  • neon
  • third-person
  • mobile
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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. Gareth R built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Neon Rush yet. Play it, then tell Gareth R what you would add next.

Make your own game

Neon Rush was built by Gareth R 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 Rush 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 Neon Rush

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 “Neon Rush.” Use a fixed third-person chase camera positioned high behind the player, looking down a long road toward a vanishing point. The player auto-runs forward while remaining near the bottom-center of the view at z=4; the world scrolls toward the camera to create forward motion. Build the scene in Three.js or an equivalent real-time 3D engine with a dark purple/near-black night background, exponential blue-purple fog, strong ACES-style cinematic tone mapping, and heavy neon bloom.

The environment is a neon cyberpunk city at night. Make a wide, nearly black metallic road extending into the distance, with bright magenta glowing rails along both edges and two cyan dashed lane-marker lines dividing the three running lanes. Place procedural dark metallic buildings on both sides of the road, varying their height and scale. Buildings should have colorful emissive window squares, occasional neon roof strips, and some rooftop/side cyberpunk details such as signs, antennas, and air-conditioning units. Add floating neon billboards high along alternating sides of the street. Fill the sky and city depth with small multicolored glowing dust particles and visible blue rain particles falling through the scene. Recycle buildings, signs, billboards, markers, particles, and rain as they pass behind the camera so the run is endless. Use a restrained four-light setup: ambient, hemisphere, a pink-tinted directional shadow light, and a purple fill light.

The avatar is a small stylized cyberpunk humanoid character using a running animation, facing toward the incoming obstacles, with a subtle continuous run animation. Keep the character on one of three horizontal lanes at x=-2, 0, or 2. Lane changes are smooth toward the selected lane. The player can jump vertically using simple physics: gravity about -32 and an initial jump velocity about 11; landing clamps vertical position to the road. The player has no attacks, weapons, collectibles, health bar, or braking—only dodging and jumping.

Continuously spawn obstacles ahead at z approximately -40 to -45, randomly selecting one of the three lanes. Obstacles are simple glowing metallic cubes/blocks: most are tall red-pink obstacles about 0.8 wide, 1.2 high, and 0.8 deep; about 35% are low orange obstacles about 0.8 wide, 0.5 high, and 0.8 deep. Give them pulsing emissive glow. Move all obstacles toward the player at the current run speed. A collision occurs when an obstacle is close to the player in depth (within roughly 0.7), aligned with the player’s lane (within roughly 0.6), and, for a low obstacle, the player is not high enough to clear it (jump height must exceed about 0.7). Tall obstacles cannot be jumped over in this implementation and must be avoided by changing lanes. When an obstacle passes the player without collision, award 10 points and remove it.

Start at speed 14 and gradually increase speed by 0.25 per second up to a maximum of 30. Make obstacle spawn intervals start around 1.6 seconds and shorten proportionally as speed rises. Increase the camera field of view from about 68 degrees toward 78 degrees as speed reaches maximum to emphasize acceleration. Add a very subtle camera bob while running. On collision, stop gameplay, show a brief red screen flash and camera shake, and display the game-over overlay.

Controls: desktop Left/Right arrows or A/D select the adjacent lane; Up arrow or Space jumps when grounded. On touch/mobile, a quick tap jumps and a horizontal swipe changes one lane left or right. The game should support mouse/pointer tap/swipe behavior as well. R or Enter restarts after game over, and provide a clickable restart button.

HUD: show the numeric score in cyan at the upper-right with a neon glow; show SPEED at the upper-left with a short dark horizontal bar and a cyan-to-magenta fill representing progress from speed 14 to 30. At the bottom center on desktop show the subdued hint “← → A/D · SWIPE · SPACE JUMP”; hide this hint on touch devices. On collision, center a large white neon title “SYSTEM CRASH,” the subtitle “neural link severed,” the final score in yellow, and a rounded magenta-purple “REROUTE” button. Keep the overall visual language minimalist, geometric, dark, and strongly emissive, matching an arcade cyberpunk night drive.

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