Skip to content

Arcade › Geometry Dash

Geometry Dash

  • 2d
  • arcade
  • runner
  • rhythm
  • endless
  • neon
  • platformer
0
Remix it Discord

0 plays

How to play

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

Discussion

Nobody has said anything about Geometry Dash yet. Play it, then tell agostino.murphypl what you would add next.

Make your own game

Geometry Dash was built by agostino.murphypl 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 Geometry 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 Geometry 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.

Recreate “Pulse Dash” as a fullscreen 2D canvas rhythm/endless runner with a dark neon arcade aesthetic. The camera is fixed side-on: the player stays around x=150 while the obstacle course scrolls from right to left. Use a very dark navy background with a subtle blue gradient and a faint 48px cyan grid, plus a dark blue floor band occupying the bottom about 92px with a thin bright cyan top edge. Render glowing neon shapes with cyan (#55f3ff), magenta (#ff4fd8), yellow, green, orange, and purple accents.

Main menu: center a large all-caps “PULSE DASH” title, white with cyan glow and a magenta offset/shadow effect. Under it show “Rhythm runner • cube + ship • 20 handcrafted levels”, then a 2-column button grid: “PLAY LEVELS” (cyan-to-purple accent button), “ENDLESS MODE”, “CHOOSE ICONS”, and “LEVEL BUILDER”. At the bottom show “Space / tap to jump • Ship flies while held • R restarts”. Buttons are rounded dark blue gradient panels with strong shadows and neon accents.

Core play mode: begin with the player at x=150 and vertically centered. The course continuously scrolls left at the selected level’s speed; the player does not move horizontally. Controls are Space, Arrow Up, screen tap, or a visible mobile JUMP touch button. R restarts. In cube mode, the player is a glowing 36x36 square with two dark eye squares, rotates continuously, is affected by gravity, can jump only while grounded, and lands on the floor at H-92. Jump velocity is about -12 and gravity about 32. Keep it within the top boundary. In ship mode, render a glowing stylized triangular ship with a white circular cockpit/eye; it has gravity-like vertical motion and holding/tapping jump applies upward thrust (about -5.5 vertical velocity), allowing flight through the open playfield. Clamp the ship between y=48 and H-55 and tilt it based on vertical velocity.

Generate level obstacles procedurally from each level’s deterministic seed. In cube mode, obstacles sit on the floor: cyan glowing square blocks (dark inset square) and magenta glowing triangular spikes pointing upward. Use roughly 34x34 obstacles, with varied horizontal spacing and occasional extra spikes. In ship mode, place 30x30 cyan blocks or magenta spikes at varied vertical lanes throughout the playfield. Obstacles move left at speed*60 pixels per second and disappear offscreen. Collision with either obstacle causes a crash. On crash, stop gameplay updates, play a small burst of magenta square particles around the player, darken the screen with an overlay, and show centered magenta “CRASHED”, “Try the jump timing again”, and “Tap to restart • R to restart • MENU button to exit”. Tapping/restarting starts the current run again.

Playable content and navigation: provide 20 selectable stages named “Pulse 01” through “Pulse 20”, with difficulty labels Auto/Easy/Normal/Hard/Harder/Insane/Demon based on progression. Each has increasing speed, length, BPM, and a deterministic obstacle pattern. Levels alternate cube and ship such that every fourth level uses ship mode. The Select Level screen is a dark rounded panel with heading “SELECT LEVEL”, explanatory text “Each stage has its own tempo, pattern and difficulty.”, a scrollable 4-column grid of level buttons, and BACK/PLAY SELECTED controls. Add a procedurally extending “ENDLESS MODE”: randomly choose cube or ship, use the title “ENDLESS RUN”, difficulty “Infinite”, continuously add obstacles as the course advances, and measure progress over time.

During gameplay show a HUD over the canvas: top-left/current stage name followed by mode (for example “PULSE 01 • CUBE”), a thin progress bar with dark track and cyan-to-magenta fill, and a percentage score at top right. Bottom-left show “SPACE / TAP • R RESTART”; bottom-right show a MENU button. For finite levels, progress is based on elapsed run time relative to the level length; reaching 100% stops the run, plays a higher success beep, darkens the scene, and displays green “LEVEL COMPLETE”, “Nice run!”, and the same restart/menu instruction.

Add simple synthesized audio: start a repeating tempo-based electronic sequence while playing, using short square or triangle oscillator notes selected from a small scale, with BPM varying by level; play short beeps for jumps, crashes, and completion. Audio should begin after user interaction.

Add an ICON GARAGE screen. Let the player choose independent cube and ship colors from six neon swatches: cyan, pink, yellow, green, orange, and purple. Show two rows of selectable preview buttons, with the selected option outlined/glowing cyan, and a DONE button.

Add a LEVEL BUILDER screen. Show a rounded panel titled “LEVEL BUILDER” and the instruction “Tap the grid to place blocks. Tap the tool to switch between block, spike and erase. Then play your own creation.” Provide BLOCK, SPIKE, ERASE, PLAY CUSTOM, and BACK controls, plus tags displaying “Custom blocks: N” and “Tool: block”. Behind/around the panel, show a centered 12-column by 6-row cyan-lined editor grid on the same neon canvas. Tapping a cell places/removes a block or spike according to the selected tool. PLAY CUSTOM launches a cube run using the custom layout, with at least a minimum run length if empty, and uses the same collision, HUD, crash, and completion behavior. Make the layout responsive to viewport size and support both mouse/pointer and touch input.

More free browser games

Browse the whole Arcade →