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Arcade › Powder Run
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.
Nobody has said anything about Powder Run yet. Play it, then tell Oleg Sidorkin what you would add next.
Powder Run 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 Powder Run 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 downhill snowboarding survival game titled “Powder Run.” Use a fixed third-person chase camera positioned behind and slightly above a small snowboarder, looking downhill along the course. The rider continuously moves forward/downhill without a brake or stop control; the player only controls lateral carving and jumping. Build the world as a broad white snowy slope about 18 units wide, descending steadily with a gentle slope, a shallow center channel, raised outer edges, subtle rolling waves and carved ridges. Recycle terrain sections seamlessly as the rider travels so the run can continue indefinitely. Use a pale blue gradient sky, light fog, a distant soft rolling snowy hill horizon, front-left warm sunlight, and soft camera-side fill lighting so the trees remain visible. Add falling white snow particles across the camera view. Represent the player as a small non-blocky low-poly human snowboarder standing on a bright orange snowboard. Keep the rider near the bottom-center of the view, with a readable silhouette. Tilt/lean the rider and board into the carve: A or Left Arrow accelerates carving left, D or Right Arrow accelerates carving right, with smooth lateral momentum and damping. Constrain the rider inside the course edges; reaching either edge should stop or bounce the rider back inward. Space triggers a small jump, and include an on-screen mobile JUMP button that performs the same action. The rider should have simple vertical jump physics and land back on the snow. Scatter stylized low-poly pine trees as collision hazards throughout the course, with varied tall and rounded pine shapes and sizes. Give the opening section a readable clear lane, then place trees in changing positions across the width so the player must carve around them. If the rider intersects a tree while on or close to the ground, immediately end the run; jumping over a tree is not intended as a guaranteed tree obstacle mechanic, but collision should be skipped while the rider is sufficiently airborne. Also place occasional low rounded white snow bumps across the lanes. If the rider crosses a bump without already jumping, automatically bounce them upward with a smaller jump; jumping manually can clear the bumps. Add red and blue alternating boundary flag markers on thin dark poles along both left and right course edges, repeating into the distance. Gradually increase downhill speed over time. Display a translucent dark HUD overlay at the top: “Score” with a numeric score and “Speed” with a numeric km/h value. Score should increase from distance traveled, with an additional contribution as speed rises. Also show a compact control hint: “A / ← carve left”, “D / → carve right”, and “Space jump bumps.” Provide mobile touch controls along the bottom: left and right arrow buttons grouped on the left, and a rounded JUMP button on the right; disable text selection and use touch-friendly press states. On desktop these controls may be subtly faded but remain available. When a pine collision occurs, stop gameplay and show a centered dark translucent game-over card over the scene with the heading “Run Over,” the message “You clipped a pine.”, the final score and best score, and a prominent yellow rounded “Restart Run” button. Restart should reset the rider to the center, reset distance, speed, score, jump state, and recycle hazards/terrain for a fresh run. Use a clean stylized low-poly arcade presentation with strong white snow, blue sky, sparse geometry, soft shadows, and enough fog to blend the far end of the course.