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Arcade › Star Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. jory10 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Star Dash yet. Play it, then tell jory10 what you would add next.
Star Dash was built by jory10 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 Star 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 portrait-friendly 3D arcade space game titled “Star Dash.” Use a Three.js-style perspective camera looking down a dark futuristic flight corridor: the camera is elevated behind the player, with the ship near the bottom center and the corridor extending toward the horizon. The background is nearly black/navy space with a dense field of small pale blue-white stars moving toward the camera to convey forward flight. Add thin glowing blue lane/grid lines running lengthwise through the playfield, plus tall stylized commercial spaceport/building towers placed outside the corridor along both edges in the distance. The player controls a small custom low-poly spacecraft. Build it from simple geometry: a cyan/blue faceted pointed body, two gold/yellow side wings, a bright white/cyan cockpit, and a small cyan engine flame trailing behind. Keep the ship at a controllable position in the lower flight area. WASD and arrow keys move it horizontally and slightly forward/backward; clamp horizontal movement within the corridor and depth movement to the near player zone. Tilt the ship subtly while moving. On mobile, provide a translucent circular virtual thumbstick at bottom-left with a cyan knob; its normalized X/Y input controls the ship. Provide a large rounded orange-to-yellow “FIRE” button at bottom-right. Core loop: begin on a centered translucent dark-blue rounded start panel. The panel title is large white “Star Dash,” with instructional text: “Dodge asteroids, collect stars, and fire lasers. Move with WASD / arrows or the thumb stick. Space or the orange button shoots.” Include a bright cyan/blue rounded “Start Flight” button. Starting should reset score to 0, hull to 3, clear existing objects, place the ship at the starting position, hide the panel, and begin the run. During play, spawn faceted gray/brown low-poly asteroids at the far end of the corridor at random horizontal positions. They move toward the player, rotate as they travel, and spawn increasingly often over time (roughly initially every 0.95 seconds, with a minimum interval around 0.36 seconds). If an asteroid reaches the player, remove it and reduce hull by 1; briefly enlarge the ship as a hit reaction. When hull reaches zero, stop the run and show the panel again with title “Flight Over,” text showing “Final score: [score]. Dodge tighter and grab more stars next run.” and a “Try Again” button. Also spawn collectible glowing yellow star sprite pickups from the far end at random corridor positions approximately every 1.45–2.25 seconds. Move them toward the player with a slight vertical bob. Collecting one removes it and awards 25 points. The score should also increase continuously at 3 points per second during a run. Pressing Space, holding the keyboard fire input, or pressing/holding the mobile FIRE button shoots bright yellow-white laser bolts forward from the ship, with a short cooldown of about 0.22 seconds. Lasers travel rapidly toward the far end; if one hits an asteroid, remove both and award 15 points. Remove objects that pass beyond the near/far bounds. At the top overlay, show two dark translucent pill-shaped HUD badges with subtle blue borders: “Score 0” aligned top-left and “Hull 3” aligned top-right. Update them live. Keep the UI responsive to viewport size and safe-area insets, with a system sans-serif font, white text, glassy translucent panels, soft shadows, and blue/cyan glow accents. The start/game-over panel must remain interactive above the canvas. Use pointer events for mobile controls. Include simple audio feedback for button/pickup and laser actions, and start a quiet synthesized looping electronic background pattern when a flight begins, stopping it on game over.