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Shadowstride

  • 2d
  • endless-runner
  • mobile
  • arcade
  • parkour
  • silhouette
  • neon-noir
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. 4rures 4rures built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Shadowstride yet. Play it, then tell 4rures 4rures what you would add next.

Make your own game

Shadowstride was built by 4rures 4rures 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 Shadowstride 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 Shadowstride

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 mobile-first, portrait-friendly 2D side-view endless runner called “Shadowstride.” The player is an automatically running, completely black human silhouette, kept around 24% from the left edge while the rooftop city scrolls left beneath them. The goal is simply to survive as long as possible and accumulate distance in meters; the run ends when the silhouette falls off the rooftops or collides with an obstacle. Increase the forward speed steadily over time, making later play more demanding, and save the best distance locally between runs.

Use one-touch mobile controls on the full-screen play area: tap to jump, hold the tap to extend/higher the jump while ascending, and swipe downward to trigger a brief slide. A jump should be possible from the ground and for a short coyote-time window after leaving an edge. The silhouette has a normal upright form with a round head, body, arms, and running legs, subtle running bob/limb motion, and a crouched low horizontal pose while sliding. Show a few small pale-blue landing/dust particles when jumping.

Build an endless procedural sequence of dark rooftop platforms. Platforms vary in width and height and are separated by gaps; generate new sections ahead continuously and remove old ones behind the camera. Include three visible hazard types distributed across sections: pale solid rectangular barriers rising from a rooftop that must be jumped over; low overhead beams supported by short posts that the player should slide under; and explicit narrow breaks/gaps in a roof section that must be cleared with a jump. The player lands on platform tops, can fall between sections, and collisions with barriers or beams end the run unless the correct slide behavior is active. Let gaps and obstacle placement become somewhat more challenging as distance grows.

Art direction: a minimalist atmospheric neon-night silhouette city. Fill the background with a deep navy vertical gradient, from approximately #10142b at the top through muted blue-purple to near-black at the bottom, plus a soft hazy pale-blue moon/glow high in the sky toward the right. Behind the play area, use layered dark navy building silhouettes of varied widths and heights with sparse, dim blue window marks and slight parallax. Rooftops are almost black/navy rectangles with a thin bright periwinkle-blue top edge and a faint inset highlight. Hazards are pale icy-white/lavender with darker blue detail stripes; roof gaps are black with a thin pink-red warning edge. Keep the runner nearly black so it reads as a shadow against the glowing city.

The HUD is sparse and overlays the canvas: top-left small uppercase spaced “SHADOWSTRIDE” branding in muted lavender; top-right a large white distance number with the small uppercase label “DISTANCE” beneath it. During play, put a centered bottom hint reading “TAP TO JUMP · SWIPE DOWN TO SLIDE” in subdued lavender. Start on a translucent dark, softly blurred modal card centered over the city with a thin lavender border: large “Shadowstride” title, subtitle “An original silhouette freerun through an endless city.”, a light button labeled “START RUNNING,” and small text “Mobile only · tap to jump · swipe down to slide.” When the run ends, replace it with a matching modal titled “Run ended,” text reporting “You crossed [distance] meters. Keep the rhythm and clear the next obstacle.”, a “RUN AGAIN” button, and “Best distance: [best]m.” Use restrained UI, no extra weapons, collectibles, enemies, lives, or power-ups.

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