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Arcade › Pixel City Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. G. Victor Ree built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pixel City Dash yet. Play it, then tell G. Victor Ree what you would add next.
Pixel City Dash was built by G. Victor Ree 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 Pixel City 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.
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 “Pixel City Dash.” Use Three.js in a single-file/no-build web runtime with Tone.js-style synthesized bleeps if audio is available. The game is viewed from a fixed third-person perspective behind and slightly above a small blocky runner, looking down a long neon night highway. The player automatically moves forward while the world scrolls toward the camera; the player stays near the foreground and only changes between three lanes and jumps. World and camera: Make a very dark blue-black scene with subtle atmospheric fog. The road is a wide, flat dark navy rectangular highway extending far into the distance. It has two glowing blue lane-divider strips, creating left, center, and right lanes. On both sides, place repeated rows of simple box-shaped city buildings in dark navy/purple materials. Buildings should vary in width, depth, and height and use tiny nearest-neighbor/emissive cyan-blue or magenta window patterns. Add soft neon lighting: cool cyan on one side, hot pink on the other, plus low ambient and directional illumination. Use a low-resolution render target upscaled to the browser window with nearest-neighbor filtering so the whole scene has a chunky pixelated look, with antialiasing disabled. Player: Build the runner from simple boxes: a bright cyan/turquoise rectangular body, a smaller cyan head, and a thin hot-pink visor across the front. Place it in the center lane at the foreground, on the road. It should gently bob while grounded and tilt slightly while moving laterally. Lane changes are eased rather than teleporting instantly. Jumping uses vertical physics: gravity pulls the player back to the road after a single jump, with no air control mechanic beyond lane input. Use forgiving axis-aligned bounding-box collision sizing around the player. Core gameplay: Start alive with score 0, speed display 1.0, and the player in the center lane. Forward speed begins at 9 world units/second and gradually increases over time, raising the difficulty. Move lane markings, buildings, obstacles, and coins toward the player to simulate forward motion. Spawn chunks at negative Z positions ahead of the camera at variable intervals; each chunk has a chance to contain one obstacle and a chance to contain a line of coins. Obstacles are dark blue glowing-magenta box blocks, placed randomly in one of the three lanes, with either a short height around 0.7–0.95 or a taller height around 1.1–1.6. The player must change lanes or jump over them; an AABB intersection ends the run. Remove objects after they pass the player. Coins are small gold/yellow rectangular tokens in one lane, spawned in lines of 3–6 with about one unit spacing. Make them hover/bob vertically and rotate as they approach. Collecting one adds 250 score and removes it. The running score also increases continuously based on elapsed time and current speed. Store and display the best score in local storage, updating it when the player dies. Controls: A or Left Arrow moves one lane left; D or Right Arrow moves one lane right, clamped to the three lanes. Space jumps only when grounded. R resets/restarts the run at any time. Initialize browser audio on the first click or key press, then play a short triangle-wave C5 bleep on jump, a higher E6 bleep on coin collection, and a low G2 hit sound on game over. Avoid repeated sound spam with a short cooldown. HUD and game over: Overlay a fixed HUD in the upper-left over the canvas. Show three compact translucent dark rounded pills labeled “Score,” “Best,” and “Speed,” with muted light-blue labels and cyan-tinted borders. Start with Score 0, Best loaded from storage (or 0), and Speed 1.0; format speed as current speed divided by 9 to one decimal place. Underneath, show the hint “A/D or ←/→ Space = Jump R = Restart” in a translucent dark pill with a subtle magenta border. On collision, stop gameplay updates/spawning, show a centered translucent dark panel over the scene with cyan “GAME OVER” text, “Press R to run it back.”, and a small note “(Click once to enable audio.)”. Pressing R clears all spawned obstacles and coins, resets score, speed, lane, jump state, spawn timing, and hides the overlay. Keep the visual language minimal, dark, neon cyan and magenta, with no extra weapons, lives, menus, or power-ups.