Arcade › Neon Surfers
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Anonymous Bhau built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Neon Surfers yet. Play it, then tell Anonymous Bhau what you would add next.
Neon Surfers was built by Anonymous Bhau 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 Surfers 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 mobile-friendly 3D endless runner called “Neon Surfers.” Use a third-person perspective behind and slightly above a surfer running forward along three parallel neon rail lanes. The camera should follow the player smoothly, looking down the track into the distance; the player stays near the foreground while the track, obstacles, collectibles, and scenery move toward the camera. Use a dark futuristic nighttime palette: deep navy/black background and fog, glowing cyan and hot-pink rails and trim, purple-blue city lighting, emissive materials, soft shadows, and bloom-like neon highlights. Build a long three-lane track with lane centers at left, center, and right. Each lane is a dark rectangular rail bed with twin cyan glowing rails, sleepers/ties, and pink glowing boundary strips at the outer edges. The environment is a stylized neon city/night transit route: dark illuminated building blocks with cyan or pink window strips, occasional stations with raised platforms, pillars, canopies and yellow signs, benches, billboards, grandstands, lamps, barriers, damaged rail sections, cargo train cars, and a diesel train placed along the sides. Include a few contrasting nature details such as palm trees, pine trees, grass, and a plant. Use atmospheric fog so distant scenery fades into the dark. Start on a selection screen over the game view. Show the title “NEON SURFERS,” subtitle “Run the rails. Ride the glow. Own the night.”, and three selectable character cards: Athelina with a pink-haired singer-style avatar, Josh with a laptop/casual avatar, and Chubby with an astronaut-style avatar. Each card displays the same listed ability text: “Speed Boost · Coin Magnet · Super Jump.” Highlight the selected card with a bright cyan border/glow. Provide a large pink-purple-cyan gradient “START RUN” button and instructions explaining left/right lane switching, swipe up to jump, swipe down to slide, and collecting magnets and skateboards. The selected character should be represented in the 3D scene by a loaded humanoid running model, with a simple glowing placeholder while it loads. Core gameplay is an endless forward run. Begin at speed 17, gradually increase speed based on distance up to 27, and award score continuously from running. Spawn a new obstacle/collectible wave roughly every 0.82 seconds at a distance ahead. Each wave chooses one blocked lane and generally places either a subway train (most common), a glowing pink/yellow barrier, or a power-up in that lane. Place coins and occasional white star collectibles in the other lanes near the wave. Coins add 1 coin and 10 score; stars add 3 coins and 30 score. Collectibles should visibly rotate and glow. The player can switch one lane at a time between the three lanes, with smooth horizontal movement. Keyboard controls: Left Arrow/A moves left, Right Arrow/D moves right, Up Arrow/W/Space jumps, Down Arrow/S slides, and P pauses. Also support pointer/touch swipes: horizontal swipes switch lanes, upward swipes jump, and downward swipes slide. Put on-screen touch controls along the bottom: a four-button directional pad with up, left, down, right arrows and separate JUMP and SLIDE buttons. Jump with upward velocity, gravity, and a visible airborne arc; sliding temporarily lowers/changes the player’s posture. A collision with a train or barrier ends the run if the player is on the ground and not sliding. Jumping over obstacles avoids them. Remove passed objects behind the player. Include glowing rotating power-ups: boost, magnet, super, and skateboard. Collecting any gives 50 score. Boost increases forward speed by 1.45x for 6 seconds. Magnet lasts 7 seconds and pulls nearby coins/stars toward the player when they are within about five units forward and four units sideways. Super lasts 8 seconds and provides a stronger jump/automatically maintains higher jump velocity while airborne. Skateboard attaches a bright green glowing board under the player, bobbing and tilting with a white trail; while active, colliding with an obstacle removes the skateboard and awards 100 score instead of ending the run. Make power-ups distinct by color: pink boost, cyan magnet, yellow super, green skateboard. The HUD remains visible during play with a dark translucent pill showing “SCORE” and the current score at top left, a coin icon with coin count and “BEST” with the saved best score in the center/top area, and a rounded pause button with a pause symbol at top right. Save the best score in local storage. Tapping pause or pressing P freezes gameplay and the pause state; the top HUD and controls retain the same neon styling. When the player hits an obstacle without protection, show a centered dark translucent game-over panel reading “RUN ENDED” and “The city keeps moving.”, show final SCORE and COINS, and provide a “RETRY RUN” button. Restart resets lane, distance, score, coins, speed, timers, obstacles, and skateboard state. Use clean rounded UI panels with pink borders, cyan/purple glow, white typography, and a responsive layout that works on portrait mobile screens as well as desktop.