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Arcade › Rainbow Dash
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 Rainbow Dash yet. Play it, then tell Oleg Sidorkin what you would add next.
Rainbow Dash 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 Rainbow 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 browser-based 3D endless lane runner titled “Rainbow Dash.” Use a third-person perspective camera positioned behind and slightly above a small white spherical player avatar, looking down a long neon corridor. The player automatically runs forward while the world moves toward the camera; the player remains near the lower center of the view at z=2.5. Build three lanes at x=-2.4, 0, and 2.4, separated by two thin glowing cyan lane lines. The ground is a wide dark navy/near-black plane extending far into the distance, with subtle metallic/emissive shading, dark blue-purple background, and fog that fades the corridor at distance. Add a faint translucent purple back-wall glow around z=-40. Use simple geometric neon/low-detail 3D styling with shadows, a dark background, and bright emissive colors. The player is a glossy white sphere about 0.55 radius, with two small black spherical eyes on its forward-facing side. It has a subtle idle bob/roll feel and leans slightly while changing lanes. Start it in the center lane, at ground height y=0.55, with its forward position fixed near the camera. Horizontal movement should be lane-based rather than free movement: left moves one lane toward the left, right moves one lane toward the right, with smooth interpolation between lane positions. Support Left Arrow or A for left and Right Arrow or D for right. Support Up Arrow, W, or Space to jump. Jumping is a small physics hop: only allow it while grounded, launch upward with velocity about 7.6, apply gravity about 22, and return to y=0.55. Continuously spawn colorful “Rainbow Pal” obstacles ahead at z=-40 in random lanes. Each Pal is a capsule/blob-shaped mesh with a randomly selected red, orange, yellow, green, blue, or purple material, two large black eyes, and a glowing torus ring at its base. Obstacles move toward the player at the current run speed. Spawn roughly every 0.95 seconds initially, gradually reducing the interval to a minimum of 0.42 seconds as time passes; occasionally spawn a second obstacle at the same moment (about 18% chance). If the player’s approximate spherical collision radius (0.62) overlaps an obstacle radius of about 0.75, end the run immediately. There are no lives or health points: one collision causes game over. Occasionally spawn rainbow collectible orbs ahead at z=-40 in a random lane, floating between y=0.9 and 1.5. Make them small glowing emissive spheres with random hues, rotating and gently bobbing as they approach. Spawn about every 1.35 seconds initially, reducing gradually to a minimum of 0.65 seconds. If collected by the player, remove the orb and add 25 points. The base world speed is 10.5 units per second and should ramp continuously with time using a multiplier starting at 1.0 and increasing by 0.03 per second. Obstacles and orbs move toward the player using this speed. The score also increases continuously from distance survived, approximately 0.65 points per second per current run speed, and should display the floored integer. The objective is to survive as long as possible while dodging Pals and collecting orbs. On collision, stop active gameplay/spawning and show a centered game-over overlay reading “Game Over” and “Press R to restart”; allow R to fully reset the scene, score, player position, speed, timers, and all spawned objects. Store the best score in browser localStorage under a Rainbow Dash runner key and update it after game over. Add a fixed HUD across the top with three dark rounded rectangular panels outlined in gray: “Score: 0” on the left, “Best: 0” beside it, and “Speed: 1.0x” to the right. Use large bold white text. Below the panels, show gray/white instructional text: “A/D or Arrow Keys to change lanes • Space to jump • R to restart” (it may wrap on narrow screens). Keep the page background black/dark and make the HUD readable above the 3D canvas. Use responsive canvas sizing and a perspective camera around 60 degrees FOV. Include simple synthesized sound effects if audio is available: a short high tone on jump, a brighter high tone on collecting an orb, a lower tone on collision, and brief lane-change tones. Initialize audio only after a click or keypress to comply with browser autoplay restrictions.