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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. Chees 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 Chees what you would add next.
Star Dash was built by Chees 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 browser-based 3D endless arcade runner called “Star Dash.” Use Three.js with a third-person chase camera positioned behind and above a small stylized low-poly spaceship, looking forward down a straight three-lane flight runway. The ship automatically flies forward while the runway slabs, hazards, and pickups move toward the camera/player to create an endless effect. The scene should use bright asset-driven toy-like low-poly models: an orange/gray compact spaceship, three parallel narrow dark blue-gray road/runway strips with pale lane lines and red-and-white striped edge barriers, gold spinning star/coin pickups, orange/yellow fuel-canister pickups, gray meteors, blue crystal clusters, and horizontal laser gate obstacles. Surround the runway with a simple dark deep-space ground/backdrop and a sparse field of small white stars; use soft shadows, atmospheric fog, and a bright cool light so the game remains readable. The reference view is dominated by the three runways receding to the horizon, with the player on the center lane near the bottom of the screen. Gameplay is an endless survival loop. There are exactly three lanes at horizontal positions left, center, and right. The ship starts in the center and automatically advances; its base speed gradually increases up to about 30, and distance and score continuously rise while running. A/D or Left/Right moves one lane at a time, smoothly interpolating between lanes and clamping at the outer lanes. Space (or the mobile Roll button) launches an upward barrel-roll/jump: apply simple vertical velocity/gravity so the ship rises and returns to the runway, and let it clear low obstacles while airborne. Give the ship a slight bank while changing lanes and a forward tilt while jumping or boosting. Shift (or the mobile Boost button) activates a short roughly 1.15-second speed boost, adding about 11 speed, consuming 5 fuel, and imposing a roughly 5-second cooldown; show the cooldown in the HUD. Spawn objects ahead in timed sets down the runway. Most obstacle sets block one lane, sometimes two, while leaving a possible route; obstacles are randomly meteors, crystal clusters, or laser gates. Meteors and crystals are low hazards that can be cleared by jumping/barrel-rolling; laser gates cannot be cleared this way and cause a crash on contact. Place pickups in open lanes: usually gold stars/coins and occasionally fuel. Collecting a star increases the star count by one and adds 150 score; collecting fuel restores up to 24 fuel and adds 80 score. Passing a low hazard while sufficiently airborne grants bonus score rather than ending the run. Collision with a laser gate or low debris ends the flight. Fuel starts at 100%, drains continuously (about 2.2 per second normally and 4.7 during boost), and running out also ends the game. Remove objects after they pass behind the player and recycle the runway strips continuously. Add a clean fixed HUD over the 3D view. In the upper-left, use a rounded translucent dark panel showing four rows: “Distance” with meters, “Score,” “Fuel” as a percentage, and “Boost” showing “Ready” or the remaining cooldown in seconds. At startup show a centered rounded overlay titled “Star Dash,” with instructions “A/D or ◀/▶ strafe lanes · Space barrel-rolls upward · Shift boosts.” and a yellow/orange rounded “Launch” button. Hide it during play; on collision or fuel depletion show a “Flight Over” overlay with the reason, final distance, stars, and score, and change the button to “Launch Again.” Add a small top-right control hint on desktop and, on touch/narrow screens, show four large bottom-center rounded yellow/orange buttons: left arrow, “Roll,” “Boost,” and right arrow. Use responsive full-viewport layout, bold white text, yellow values/buttons, rounded glassy dark panels, and no additional menus or invented game systems.