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Arcade › Sky Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. COLE KAISER built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Dash yet. Play it, then tell COLE KAISER what you would add next.
Sky Dash was built by COLE KAISER 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 Sky 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 playable 3D endless runner titled “Sky Dash.” Use a third-person perspective camera behind and slightly above a three-lane futuristic runway, looking forward into the distance. The scene should have a dark navy background with atmospheric fog, a dark blue runway extending far ahead, two thin glowing cyan lane-divider lines separating the three lanes, and wide raised purple/dark-violet glowing side strips on both edges. Use simple low-poly geometric visuals with strong neon accents, soft shadows, and cool blue/purple lighting. The player is a compact pink/coral rectangular runner or vehicle centered near the bottom of the view. Build it from a chunky rectangular body roughly 1.15 wide, 1.35 high, and 0.8 deep, with a small bright cyan glowing visor/front panel. It continuously moves forward automatically while the runway and objects move toward the camera to create the endless-running effect. The three lane x positions are approximately -2.4, 0, and +2.4. Left/right controls switch the player one lane at a time, with smooth horizontal interpolation rather than instant teleportation. Support keyboard Arrow Left/Right and A/D, plus on-screen left and right buttons for touch devices. Add jumping: Space or Arrow Up, or a touch jump/up button, makes the player jump only when grounded. Use a clear arc with upward velocity around 9.7 and gravity around 25; the player returns to the runway. Spawn construction-barrier obstacles in random lanes ahead of the player (around z=-42), at an initial interval around 1.25 seconds with a minimum of about 0.65 seconds as speed rises, plus a small random variation. Barriers occupy the lane at ground level. The player crashes if it overlaps a barrier while its jump height is below about 0.9; jumping over it avoids the collision. Use a construction-barrier 3D model or a visually similar simple low-poly white/gray construction obstacle. Spawn individual gold coin pickups in random lanes ahead at z=-42, approximately every 0.6–1.35 seconds. Coins float around y=0.75 and rotate continuously around their vertical axis. If the player overlaps a coin within roughly 0.9 horizontal units and 1.05 depth units, remove the coin and award 30 points. The run begins automatically. Forward speed starts around 10, gradually increases by about 0.22 per second, and caps at 20. Award passive distance/time score at 10 points per second, and add 30 for each collected coin. Remove passed objects once they move behind the player. On collision, stop gameplay and show a centered translucent dark overlay with the large yellow text “CRASHED!”, the final score, and a prominent teal “RUN AGAIN” button. The restart button and keyboard R should reset the run, clear all obstacles and coins, restore speed and score, and begin again. HUD: overlay the game without blocking play. At the top left show the cyan uppercase title “SKY DASH” with wide letter spacing. At the top right show “SCORE” and the current integer score, with “BEST” and a persistent best score underneath; save/update the best score in local storage or equivalent. At the beginning, show a centered instructional hint near the upper-middle: “Switch lanes, jump barriers” on the first line and “Grab the coins — go farther!” on the second. Hide this hint once play begins. On desktop the hint may also mention Arrow keys / A D / Space. At the bottom center provide three large touch buttons: left arrow, up arrow, and right arrow, styled as dark navy buttons with cyan borders and light text. Make the controls touch-friendly and retain them on desktop with reduced opacity. Keep the game full-screen and responsive to window resizing, with no scrolling.