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Arcade › Road Rush

Road Rush

  • 3d
  • endless
  • runner
  • racing
  • arcade
  • low-poly
  • mobile
0
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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. ricardo.velezna built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Road Rush yet. Play it, then tell ricardo.velezna what you would add next.

Make your own game

Road Rush was built by ricardo.velezna 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 Road 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 Road 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 browser-based 3D endless runner titled "Road Rush" using a clean low-poly arcade aesthetic. Show a third-person chase view behind and slightly above a blue player car, looking down a long dark charcoal roadway. The road has three lanes, marked by short pale lane-divider dashes, light gray shoulders, and green ground on both sides. The camera should follow the player's lateral movement smoothly while looking toward the road ahead; the sky is bright blue with fog in the distance, soft white clouds overhead, simple cone-shaped green trees with brown trunks along both sides, and occasional pink rectangular billboards on poles. Use simple stylized cars made from blocky bodies, raised cabins with pale blue windows, and four black wheels. The player car is blue and stays near the bottom/front of the view at a fixed forward position; traffic cars are colorful (including red, yellow, cyan, purple, green, and orange) and approach from far ahead in randomly selected lanes.

Core gameplay: this is an endless forward-driving runner. The road and scenery move toward the camera to imply constant forward motion, while traffic spawns ahead and moves toward the player. The player can occupy exactly one of three lanes and must switch lanes to avoid incoming traffic. Start with 3 lives. A collision removes one life, displays a brief "Crash!" message, and gives about 1.6 seconds of invulnerability with a blinking/raised visual effect; if lives reach zero, stop the run and show a game-over overlay. If a car passes the player without a collision, count it as a dodge and award 12 score points. Score also increases continuously from distance at roughly the current speed, with a mild boost-related multiplier.

Spawn collectible gold coins in random lanes ahead of the player. Coins are bright metallic gold cylinders, oriented visibly like coins and rotating as they approach. Collecting one awards 25 points and increments a coin count. Every fifth coin grants one additional life, capped at 5 lives, with a "+1 life" message; ordinary pickups can briefly show "+25". Remove missed coins after they pass the player. Remove traffic cars after they pass out of view.

The run begins from a dark translucent start overlay/card titled ROAD RUSH. Include explanatory text about threading traffic, grabbing coins, staying on the road, and increasing speed, plus control hints for Arrow keys/A-D, tap left/right, and Shift or Boost. A Start Race button begins a fresh run. At game over, replace it with a Race Again button and show final Score, Coins, and Dodged values. Pressing Enter when not running should also restart/start.

Implement controls for desktop and mobile: Left Arrow or A switches one lane left; Right Arrow or D switches one lane right; clamp movement at the outer lanes. Shift or Space activates a short boost, and the mobile Boost button does the same. A boost lasts about 1.8 seconds, adds approximately 13 to the target speed, and displays a cyan glowing torus/aura around the player car plus a brief "Boost!" message. Lane switching should smoothly damp the player's x position and tilt the car slightly during the move. Prevent repeated movement while a key/button is held.

Difficulty and HUD: begin at speed 22 mph, gradually increase the base speed over time up to the implemented limit, and make traffic spawn more frequently as the run continues. The speed should rise further during boost. Put a readable fixed HUD across the top with Score, Lives, Speed (shown in mph), and Best. Persist the best integer score in localStorage under a Road Rush best-score key and update it when a run ends. Show temporary centered translucent messages such as Go!, Crash!, Final crash, Wrecked, Boost!, +25, and +1 life. Place large touch-friendly left and right arrow buttons at the bottom corners and a Boost button at the bottom; make the interface responsive and prevent page scrolling. Use soft shadows, fog, ambient hemisphere lighting, and a directional sun for a polished but simple 3D arcade presentation.

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