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Arcade › Ridge Rush

Ridge Rush

  • 3d
  • endless
  • arcade
  • downhill
  • dodge
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How to play

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

Discussion

Nobody has said anything about Ridge Rush yet. Play it, then tell Khaliee Smith what you would add next.

Make your own game

Ridge Rush was built by Khaliee Smith 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 Ridge Rush 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 Ridge Rush

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 game titled “Ridge Rush.” Use a third-person chase camera behind and slightly above a small red mountain bike, looking down a long snowy mountain trail. The scene should have a pale blue sky/background with atmospheric fog, soft shadows, bright cool daylight, and a clean low-poly/modern 3D style. Build the track as a wide dark gray downhill road extending far into the distance, bordered on both sides by raised chunky white snow banks. Keep the bike near the foreground center of the view: it is a simple stylized bicycle with a red frame, black seat, black torus-shaped wheels, silver handlebar and fork, and a small red rider head/body detail. The bike automatically travels forward; there is no braking, jumping, attacking, collecting, or lane-selection screen. The player only steers left and right to carve around obstacles. Support A/D and left/right arrow keys on desktop, plus two large on-screen touch buttons at the bottom center (left and right arrows) for phones. While held, steering moves the bike horizontally with smooth acceleration/position change and clamps it to the road, and visually tilts the bike slightly into the turn.

Make the run endless. Begin with a start overlay over the 3D scene: dark translucent gradient, centered rounded dark panel, large “Ridge Rush” heading, the text “Bomb down the mountain, thread the trees, and dodge the rocks.”, a smaller instruction line “Desktop: A / D or arrow keys · Phone: use the buttons”, and an orange rounded “Ride” button. Starting the game hides this overlay, resets the bike to the center, resets the distance to zero, and starts the forward motion. The bike’s forward speed begins around 12 and gradually increases up to about 23, so obstacles move toward the camera and past the player. Display a centered top HUD with two dark translucent pill-shaped counters reading “DIST 0m” and “BEST 0m”; update DIST to the integer distance traveled and persist the best integer distance in local storage between runs. Under the counters show a small translucent rounded hint reading “A / D or ◀ / ▶ to carve.” Keep the touch controls visible at the bottom center during play.

Populate the trail with obstacles consisting of trees and rocks. Use stylized low-poly evergreen trees (green foliage/trunk appearance) and gray irregular rocks; if using modeled assets, they should cast/receive shadows, with simple cone/rock geometry acceptable as a fallback. Place some scenery trees and rocks along the outer snow-bank edges, and continuously spawn additional trees or rocks ahead on one of five horizontal positions across the road, with varied types and spacing. Obstacles move toward the bike as the bike descends. A collision occurs when a tree or rock is close enough horizontally and longitudinally to the bike; immediately stop the run and show a game-over overlay. The overlay should say “Wipeout,” explain “You rode [distance] meters before the trail won.”, and provide an orange “Ride again” button that resets all obstacle positions, distance, speed, and bike position for a new run. Do not add lives, health, powerups, weapons, enemies, or additional gameplay systems.

Use responsive full-screen rendering with a dark navy UI theme, white/light-gray text, thin translucent borders, rounded panels and pills, and orange action buttons. The world camera should subtly follow the bike’s horizontal movement while keeping the road and obstacle field visible, and should look toward the trail ahead. Add basic resize handling and touch-safe controls; prevent page scrolling while playing.

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