Arcade › Neon Velocity
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nikhil built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Neon Velocity yet. Play it, then tell Nikhil what you would add next.
Neon Velocity was built by Nikhil 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 Velocity 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 playable 3D endless runner titled “Neon Velocity”. Use a third-person chase camera positioned behind and slightly above the player, looking down a straight futuristic road. The player is a weathered, pale green-and-white humanoid mech/robot with a boxy torso, articulated arms and legs, antenna-like details, and a bright magenta horizontal visor/accent; use a detailed animated mech model if available, with a simple glowing cyan capsule-and-pink visor fallback. The robot automatically runs forward along the Z axis and never stops. The road has exactly three lanes at x positions left, center, and right, with two thin cyan lane divider lines and bright magenta glowing edge rails. Build the road from repeating segments so it continues indefinitely; recycle segments behind the player. Place sparse dark futuristic rectangular buildings on both sides, alternating deep blue and purple materials, with small cyan or pink vertical neon strips and occasional cyan/pink light posts. The environment is very dark navy with fog, cyan and magenta lighting, emissive neon materials, shadows, and a subtle cyberpunk glow. Core gameplay: the player automatically advances, initially at speed 13, with speed gradually increasing over time up to an additional 16 units. The player can switch lanes instantly toward the adjacent lane using A/D or Left/Right arrows, clamped to the three lanes; smoothly damp the lateral movement. The player can jump with Space, Up Arrow, or the on-screen JUMP button, using upward velocity and gravity, and can only jump while grounded. Spawn hazards ahead in the lanes at irregular intervals: glowing magenta rotating rectangular/cubic obstacles roughly 1.5 by 1.6 by 1.6 units. A collision occurs when the obstacle is close in forward distance, laterally overlaps the player’s lane, and the player is low enough; end the run on collision. Spawn collectible cyan glowing torus/ring coins around the road, generally in a lane and at low-to-moderate jump height, with occasional second coins in an adjacent lane. Collect a coin when close in forward and horizontal distance and within vertical reach; hide it, increment the coin count, and emit a brief cyan particle burst. Obstacles and coins that fall behind can be hidden/removed. On crash, emit a short magenta burst, show the game-over overlay, and allow restarting with the RESTART RUN button or R key, resetting the run, lane, score, distance, coins, speed, and spawned objects. Score rules and HUD: distance is the player’s forward distance in meters, score equals distance times 10 plus coins times 100, and speed is not necessarily displayed. Keep a fixed overlay HUD. At top left show glowing cyan uppercase text “NEON VELOCITY // 01”. At top right show three dark translucent rounded statistic cards with cyan borders labeled SCORE, DISTANCE, and COINS; score is six-digit zero-padded, distance has an “m” suffix, and coins is an integer. Near the bottom center show the instruction text “A / D or ← / → to switch lanes · SPACE to jump” in cyan. At the bottom corners provide translucent neon-outlined controls: left and right arrow buttons on the lower left and a large JUMP button on the lower right, all usable with pointer/touch input. On game over, cover the scene with a dark radial translucent overlay and centered rounded panel. Display magenta “RUN TERMINATED”, the subtitle “Signal lost in the city grid.”, final SCORE/DISTANCE/COINS cards, and a full-width purple-to-pink “RESTART RUN” button. Use a clean arcade cyberpunk presentation: nearly black navy background, cyan and hot pink emissive accents, glassy translucent HUD panels, rounded borders, bold sans-serif typography, and no extra gameplay systems beyond lane switching, jumping, obstacle avoidance, coin collection, distance, score, crash, and restart. Include jump and crash feedback sounds if supported, plus a quiet looping background track that starts after user interaction.