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Arcade › Pixel Dash

Pixel Dash

  • 2d
  • platformer
  • endless
  • pixel-art
  • arcade
  • side-scroller
0
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5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. William Egan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pixel Dash yet. Play it, then tell William Egan what you would add next.

Make your own game

Pixel Dash was built by William Egan 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 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 Pixel 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 endless 2D side-scrolling platformer titled “Pixel Dash,” rendered with Three.js in an orthographic camera and a deliberately low internal resolution scaled to fill the screen with nearest-neighbor/pixelated filtering. The game should have a dark navy backdrop with a retro Genesis-inspired pixel-art aesthetic, while keeping the hero original rather than using any copyrighted character: draw a chunky blue hedgehog-like runner with dark blue rear spikes, a light face/belly area, one white eye, white glove, and bright red shoes. Use sprite-sheet-like procedural pixel textures with idle, three-frame running, and curled-ball jump/roll frames; flip the sprite horizontally based on movement direction, and flicker its opacity briefly after damage.

The world is an endless run to the right. The player begins near x=0 above rolling terrain and can move left/right with Arrow keys or A/D, jump with Space, roll/attack on the ground with Down/S when moving, and press R after game over to restart. Apply acceleration, friction, a maximum horizontal speed, gravity, and a strong jump impulse. Use a smooth-following orthographic camera that looks somewhat ahead of the player. The terrain should be generated continuously from a deterministic rolling height function: gentle sine-wave hills with occasional raised plateaus/steps. Render the ground as chunky one-unit square tiles with bright green grass tops, brown checker-pattern dirt, and dark outlines, filling several layers below the grass. Recycle a pool of tiles and objects as the camera advances, and remove objects far behind the player.

Create a parallax background: a blue gradient sky with blocky white clouds and repeating green distant hills with a darker green lower band and tiny yellow pixel details. The actual visible game frame should read as a retro platformer scene, with the player centered in the lower-middle and the terrain, collectibles, and hazards extending ahead.

Procedurally spawn content in chunks ahead of the player, using a deterministic pseudo-random value based on chunk position. Place collectible gold pixel rings in several patterns: horizontal lines, stepped lines, and a six-ring arc over the terrain. Rings should wobble subtly. Each collected ring adds 1 to the ring counter and 50 score. Spawn small red pixel enemies with white eyes, dark feet, and tiny dark-red side spikes on some chunks; enemies patrol slowly along the terrain and continuously conform to the rolling ground. The player can defeat an enemy by stomping it while descending from a jump or by colliding while airborne/rolling; defeating one gives 200 score, produces a small bounce, and removes the enemy. A normal ground-level collision with an enemy causes damage unless the player is temporarily invulnerable.

Implement the ring damage rule: if the player is hit while carrying rings, lose up to 12 rings, set about one second of invulnerability, play a small hit/noise effect, and scatter the lost rings outward with random horizontal and upward velocities; scattered rings should bounce on the terrain briefly before settling. If hit with zero rings, or if the player falls far below the world with zero rings, show a centered translucent “Game Over” banner with final score and ring count plus “Press R to restart.” If falling while carrying rings, lose rings and reposition the player slightly backward on the terrain instead. Score should also increase continuously with forward distance (distance x 12), and the HUD should show RINGS, SCORE, and SPEED at the top left, with a control hint below: “←/→ or A/D: move • Space: jump • ↓/S: roll • Click to enable sound • R: restart”. Start with a centered translucent intro banner reading “Pixel Dash,” “Genesis-style run—rings, enemies, rolling hills.” and the controls, then hide it after roughly 2.2 seconds.

Add simple Tone.js audio enabled after the first click or key press: triangle-synth beeps for ring pickup, jumping, enemy defeat, hit, and game over, plus a short pink-noise puff for impacts/defeats. Keep the interface clean and minimal: full-screen canvas, no extra menus, lives, weapons, or powerups beyond the ring/invulnerability system described. Use pixel-crisp textures, dark outlines, vivid blue/green/brown/gold/red colors, and the endless procedural score-chase structure as the defining presentation.

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