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Neon Rush

  • 3d
  • first-person
  • parkour
  • time-trial
  • neon
  • city
  • arcade
0
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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. harsh vardhan sain 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 harsh vardhan sain what you would add next.

Make your own game

Neon Rush was built by harsh vardhan sain 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.

Recreate a browser-based 3D first-person rooftop time-trial game titled “Neon Rush.” Use Three.js or an equivalent WebGL 3D engine with a first-person camera controlled by WASD movement, mouse/touch look, SPACE to jump, SHIFT to sprint, and C to slide/crouch. The runner avatar exists as a small white/cyan-emissive capsule body with a bright pink visor, but it is hidden during play because the camera is first-person. Physics should include gravity, jumping, grounded movement, sprinting, and a low sliding pose/speed burst while sprinting and crouching. Touch controls should appear automatically on mobile.

Build a linear urban rooftop route extending forward along the Z axis through a stylized afterglow city. The environment has a pale blue sky/background and fog, strong daylight, cyan and hot-pink point lighting, soft shadows, and many simple geometric buildings. Use pale blue-gray rooftop/platform surfaces with dark metallic city blocks, glowing cyan roof edges, pink roof strips, cyan building-side strips, alternating cyan/pink lane markings, and distant skyline spires. Add several taller hero skyscraper forms around the route, with bright facade bands. The overall look is clean low-poly sci-fi parkour: luminous cyan, pink, and occasional lime-green accents against a bright hazy city.

Make the route a sequence of elevated platforms and rooftops with gaps and changing heights: begin on a wide start deck around x=0, y=0, z=8, then progress through platforms roughly at (0,4,28), (-7,8,47), (5,13,66), (-4,18,84), and a wider finish deck around (6,24,108). Surround the path with large buildings on both sides at varying heights, including a tower-lined skyline. Include these visible parkour set pieces: a low vault block near z=38, a tall wall-run wall near x=-2.2 and z=55, a climb ledge near x=6 and z=76, a low slide beam around z=96, and five pink moving obstacles around x=-4 to +4 near z=96-104 that oscillate side-to-side. Add friendly route assists for the vault/climb and wall-run: moving forward while grounded near the vault/climb should nudge the player upward, and while airborne and moving near the wall should keep the player attached and lift them.

Place four lime glowing checkpoint gates/rings along the route at approximately (0,4.5,28), (-7,8.5,47), (5,13.5,66), and (-4,18.5,84). As the player reaches each in order, advance the checkpoint, award 250 points, play a short sound, show a toast such as “CHECKPOINT 1 REACHED,” and save a nearby respawn location. If the player falls below y=-8 or runs beyond the course, respawn them at the latest checkpoint and show “RESPAWNED AT CHECKPOINT.” Place eight floating, rotating pink faceted energy orbs along the course at approximately [0,6,18], [-7,10,45], [2,15,58], [5,16,68], [-4,21,78], [3,25,93], [-2,27,101], and [7,29,113]. They bob vertically; collecting one within close range hides it, increments the orb count, awards 500 points, and shows “ENERGY ORB +500.”

The goal is to run forward and reach the finish condition around z>111 and y>22. Stop the timer and show a completion panel reading “RUN COMPLETE,” the final time, and either “NEW BEST TIME” or the saved best time. Persist the best completion time in local storage. The run timer starts at 00:00.00 and displays minutes, seconds, and hundredths. If the player reaches the finish, play a short celebratory sound.

Create the UI shown by the design: a dark navy translucent angular/clipped main menu panel over the game with large cyan “NEON” and pink-offset “RUSH” title lettering, subtitle “A rooftop sprint through the afterglow. Chain jumps, wall-runs, vaults and slides to beat the clock.” and buttons “▶ PLAY RUN,” “⚙ SETTINGS,” and “✦ CREDITS.” Include the footer “Browser edition · best time is saved locally.” SETTINGS should show a toast stating “Settings: touch controls enabled automatically”; CREDITS should show “Built with Three.js + CC0 city assets.”

During play show a fixed HUD: cyan NEON RUSH brand at top left; translucent stat cards for Time, Score, and Orbs (initially 0 / 8); a PAUSE button; centered lime text “CHECKPOINT 1 / 4” advancing through four checkpoints; and the hint “WASD move · SPACE jump · SHIFT sprint · C slide.” Include a bottom mobile hint “Touch controls appear automatically on mobile.” Pause via the PAUSE button or Escape, freezing the timer and showing a dark overlay titled “RUN PAUSED” with “▶ RESUME,” “↻ RESTART RUN,” and “⌂ MAIN MENU.” Press R during a run to restart. Completion should provide “↻ RUN AGAIN” and “⌂ MAIN MENU.” Use Orbitron-style futuristic typography, Inter for supporting text, cyan/pink neon glow, dark navy overlays, and angular clipped panels throughout. Add subtle simple synthesized audio: a low sawtooth background tone and short triangle-note sounds for jumping, orb collection, checkpoints, and finishing; initialize audio after user interaction.

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