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Arcade › Plush Dash
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Plush Dash was built by Iu Hi 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 Plush 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 responsive Three.js, no-build-step 3D endless runner called “Plush Dash.” Use a fixed third-person view looking down a long bed/mattress runway from behind and slightly above the player. The scene should have a deep navy/black moonlit sky with fog, many small softly colored stars, and a pale glowing moon far to the upper left. Light the scene with cool blue moonlight and a cyan rim light, with soft shadows. The runway is a long wide rectangular mattress extending into the distance, topped by a slightly raised pale blue-gray blanket. Add scattered flattened, rounded blanket puffs along the bed in alternating pale shades. The playable path has exactly three lanes at x=-2.6, 0, and 2.6. The plush automatically runs forward while the world moves toward the camera; the player stays near the front of the bed at z≈4.3. Gradually increase forward speed over time, starting around 10, and continuously increase the run score over time (about 4.2 points per second). Keep active object pools so obstacles and collectibles appear ahead and move toward the player. Build the player as a simple toy-like small green plush: a rounded green body, rounded green head, cream muzzle/snout, two dark-green flattened ears, and four short capsule-like legs. It should cast a soft shadow on the bed. Animate a subtle running bob while grounded, tilt slightly when changing lanes, and use a smaller shadow when airborne. The plush begins centered in the middle lane. Core controls: keyboard Left/Right arrows or A/D shift one lane left/right, smoothly damping toward the selected lane and clamping to the three lanes. Space, Up arrow, or W jumps. Jumping is only allowed while grounded; use an upward impulse around 8.4 and gravity around 22, allowing the plush to clear low pillows. R resets/restarts the run. On touch devices provide large pointer-safe on-screen left, right, and JUMP buttons near the bottom; the left/right buttons show triangular arrow icons and the jump button says “JUMP.” Spawn chunky pillow obstacles randomly in one of the three lanes ahead (roughly z=-36), at y≈1.45. Each pillow is a white rounded rectangular base with a soft flattened pale blue-gray dome/top. Move them toward the player, rotate them subtly, and remove them after they pass the camera. A collision occurs when the player overlaps a pillow in lane/x, vertical position, and depth; if the player is below approximately y=2.05, hitting one ends the run. Jumping over a pillow avoids the collision. Spawn glowing golden five-point extruded star collectibles randomly in the three lanes ahead (around z=-32 to -35), at y≈2.4–2.8. Rotate them continuously, move them toward the player, remove missed stars after they pass, and collect them on overlap for +5 score. Spawn pillows approximately every 0.72–1.15 seconds and stars every 0.45–0.9 seconds, with enough varied placements to create an endless stream. HUD and menus should match the dark rounded-card visual style in the screenshot. At the top left, show a rounded dark translucent panel labeled “STARS” with the current score in large white type. At the top right, show a matching panel labeled “BEDTIME MISSION” with the instruction text “Dodge pillows, grab stars, and keep the little plush sprinting.” On the initial title overlay, show a large rounded dark translucent card centered over the scene with the title “Plush Dash,” the description “A tiny green plush is loose on the bed. Slide left and right, jump over pillows, and collect stars.”, a wide light-blue gradient button labeled “Start run,” and a small line reading “Best 0 · Keyboard: ← → space” (use the saved best score in place of 0 after runs). The title card initially blocks the run until Start run is pressed. During active play hide the large card while keeping the top HUD and mobile controls visible. When a pillow is hit, stop the run and show the card again with title “Tucked In,” subtitle “You grabbed [score] stars. Best run: [best].”, a button labeled “Run again,” and hint text “Tap Run again or press R.” Save the best score locally between runs. Resetting should clear active pillows/stars, return the player to the center lane and ground, reset speed and score, and hide the card. Include responsive resizing, a perspective camera around position (0,5.2,8.5) with a 60-degree field of view that subtly follows the player’s lateral position and jump height, and look toward the runway ahead around z=-2.5. Use a soft toy-like low-detail aesthetic, pale bedding, green plush, golden collectibles, and cool moonlit night colors. Implement window.getGameState() and window.setGameState() hooks exposing/editing player, score, best, speed, started, gameOver, paused, and active object state.