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Orb Dash

  • 3d
  • arcade
  • collectathon
  • dodge
  • endless
  • sci-fi
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Orb Dash yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Orb Dash was built by Oleg Sidorkin 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 Orb Dash 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 Orb Dash

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 arcade game titled "Orb Dash" in a dark sci-fi arena. Use a fixed/third-person elevated perspective with a perspective camera looking down at a square floor, initially around (0, 10.5, 12) and aimed toward the arena center; smoothly follow the player slightly as it moves. The arena is a bounded 16-by-16 square, rendered as a deep navy-blue floor with a subtle blue grid, thick raised dark-blue walls on all four sides, a dark #0b1020 background, atmospheric fog, and soft shadows. Use simple polished low-poly geometry and cool neon lighting: a bright yellow-gold glossy sphere is the player orb, hovering/rolling just above the floor; cyan glowing octahedral crystals are collectibles; red/pink faceted spherical/icosahedral drones with a thin pale-red torus ring are enemies. Keep the scene uncluttered and emphasize the contrasting yellow, cyan, and red objects and their shadows.

The game starts on a centered translucent dark modal titled "Orb Dash" with the instruction "Collect cyan crystals. Dodge the red drones." and a rounded cyan Start button. At the top, show rounded translucent pill HUD elements: "Score 0" on the left and a status on the right showing the remaining seconds and hearts, initially "30s  ♥ 3". At the lower left show the help text "Move with WASD / arrow keys. On phone, drag the joystick." On touch/coarse-pointer devices, show a translucent circular joystick at bottom right with a cyan knob; dragging it controls movement. Desktop controls are WASD or arrow keys. Pressing Space or Enter when not running, or pressing Restart, starts/restarts the game.

On start, reset the score to 0, set a 30-second countdown, give the orb 3 health, place it at the center, and create two red drones near opposite corners (approximately (-6,-6) and (6,6)); maintain five cyan crystals scattered randomly in the arena, avoiding spawning too near the player. Move the orb in the X/Z plane with normalized keyboard or joystick input, with responsive acceleration/deceleration toward roughly 8.8 units/second. Clamp it inside the arena, roll its sphere visually in response to movement, and keep it on the floor plane. Crystals slowly rotate and bob up and down. When the player comes within about 0.95 units of a crystal, collect it: add 10 points, add 2.5 seconds to the timer capped at 45 seconds, and immediately relocate that crystal to a new random safe position. Every 40 points, spawn another drone at a random arena edge.

Drones continuously home toward the player's X/Z position at roughly 2.05 to 2.65 units/second, with speed increasing slightly based on score; spin their bodies and torus rings. They can also spawn from a random edge every 7.5 seconds while fewer than eight drones exist. On contact within roughly 0.92 units, subtract one health and briefly grant about 1.1 seconds of invulnerability, visibly changing the orb's emissive glow during invulnerability; knock/reposition the drone away from the player. End the round immediately with the title "Caught!" when health reaches zero. End with the title "Time!" when the timer reaches zero. On either ending, stop gameplay and show the centered modal with "Final score: [score]. Press Start to play again." and a Restart button. Continuously update the score, ceiling-rounded seconds, and heart count in the HUD. Use smooth camera following, shadows, emissive materials, and a clean responsive full-screen presentation.

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