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Arcade › River Rush
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 River Rush yet. Play it, then tell Oleg Sidorkin what you would add next.
River Rush 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 River 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.
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 polished 3D low-poly arcade game titled “River Rush,” viewed from a high, slightly angled top-down/isometric camera over a rectangular diorama board. The player is a cute custom green frog at the bottom grass bank, facing toward the top of the board. The goal is to cross four moving road lanes, four moving river lanes, and reach any of seven lily pads along the top goal bank; filling all lily pads completes a round, awards a bonus, resets the lily pads, and increases the speed of all vehicles and logs by 12%. Start with score 0, best score persisted locally, and 3 lives. Build the board on a grid with 2-unit movement steps: x from -7 to 7 and z from 12 (start) to -14 (goal). Safe grass rows are z=12, 10, 0, -2, -12, and -14. Road rows are z=8, 6, 4, and 2, rendered as dark textured asphalt with pale lane dashes and crosswalk-like stripe bands. River rows are z=-4, -6, -8, and -10, rendered as bright blue textured water with animated horizontal ripples, subtle mist, reeds, and moving logs. Use raised dark-green board edges, curbs, broad grassy foreground/background areas, park fences, small signs, trees, bushes/grass tufts, rocks, flowers, and painted contact shadows to create a crafted park diorama rather than a bare grid. Add seven glowing green lily pads at x=-6,-4,-2,0,2,4,6 on z=-14; reached pads turn yellow. Traffic consists of moving Kenney-style low-poly vehicles using varied models: four road lanes with approximately: z=8, speed 4.1, moving right, 3 sedans; z=6, speed 5.0, moving left, 2 taxis; z=4, speed 3.6, moving right, 3 police cars; z=2, speed 5.8, moving left, 2 ambulances. Vehicles wrap around at the board edges. The river has floating logs that also wrap: z=-4 speed 2.4 left with 3 logs, z=-6 speed 3.1 right with 2, z=-8 speed 2.1 left with 3, z=-10 speed 3.7 right with 2. Add three animated crocodiles as hazards at z=-4 (speed 2.65 right), z=-8 (speed 2.35 left), and z=-10 (speed 3.25 right); make them stylized procedural low-poly crocodiles with long green bodies, snouts, jaws, visible teeth, eyes, back plates, tails, and a small wake. The frog should be an original procedural character made from simple meshes: rounded bright-green body, pale belly, white bulging eyes with dark pupils, smile, pink cheeks, large rear feet and front toes. Animate idle breathing, blinking, foot movement, and squash/stretch hopping. Movement is one cell per input, with a short interpolated hop and orientation toward the direction moved. Support keyboard WASD and arrow keys, mobile on-screen directional pad, and swipe gestures on the game canvas. Throttle repeated moves briefly. Press R or the Restart button to reset to 3 lives and score 0. Rules: touching a vehicle on its road row loses one life and resets the frog to the start. On a river row the frog must overlap a moving log; otherwise it splashes and loses a life. If riding a log, carry the frog horizontally with the log and lose a life if swept beyond the playable x bounds. Touching a crocodile loses a life with a splash. Reaching z=-14 scores 250 plus progress-based points, marks the nearest lily pad if within 1.1 x-units, and resets the frog to start; missing the pad costs a life. When lives reach zero, pause gameplay and show a game-over message. Use splash ring/droplet/crown particle effects for river failures and audio cues for hopping, scoring, and splashing. Use a bright sky-blue background or painted sky dome, soft fog, strong warm directional sunlight, cool fill/rim light, ambient shadows, textured grass/asphalt/water, and soft shadows under the frog and props. The camera should smoothly follow the frog while showing the board, with a slightly different distance/FOV for portrait versus landscape screens. Add a glassy HUD over the scene: top-left panel displays “Score” and “Best,” top-right displays “Lives”; centered temporary rounded dark translucent message panel gives the instructions and status messages; translucent four-button D-pad sits bottom-left and a bright green-to-blue rounded “Restart” button sits bottom-right. Include the initial message: “Cross the road, ride the logs, and reach a lily pad. WASD, arrows, swipes, or buttons.”