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Arcade › Sugar Sprint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mahdi Yousefi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sugar Sprint yet. Play it, then tell Mahdi Yousefi what you would add next.
Sugar Sprint was built by Mahdi Yousefi 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 Sugar Sprint 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 “Sugar Sprint,” viewed from a slightly elevated third-person perspective behind and above the player, looking down a long three-lane candy road. The player is a small stylized humanoid candy runner centered near the bottom of the screen; the player stays near the camera while the road, scenery, pickups, and obstacles move toward the viewer to create endless forward motion. Use a bright pastel toy-like candy aesthetic: a warm pink sky with pink fog and soft flattened frosting-like clouds, a pale pink/white frosting road made of repeating segments, thick dark chocolate-brown borders on both sides, scattered small blue/pink/mint rectangular sprinkles on the road, distant gumdrop hills in orange, purple, and red, and rows of white candy canes with pink stripes along the sides. Add occasional small humanoid candy spectators beside the track in blue, purple, or orange outfits; they face the road and bounce/wave subtly. Use soft shadows, rounded geometry, and glossy/soft candy materials. Build the player as a readable low-poly/rounded humanoid candy character: cookie-colored head and hands, pink outfit/body, mint belly accent, dark shoes, a pale frosting cap with colorful sprinkles, simple black eyes and smile. Animate running with alternating arm and leg swings, head bob, and a slight body bounce. Smoothly move the character between exactly three lanes at x positions left, center, and right when the user presses Left Arrow/A or Right Arrow/D. The player can jump with Space, Up Arrow, or W, using a visible upward arc and gravity, and can slide with Down Arrow or S for about 0.72 seconds; sliding squash-stretches the character vertically, lowers the camera slightly, and changes the arm/head pose. Do not allow jumping while already jumping or sliding, and do not allow sliding while jumping. A click or movement action starts the run; the initial instruction panel disappears. Spawn an endless stream of obstacles ahead and move them toward the player. Include three obstacle types: (1) cupcake blockers in a lane, made from a red/pink cylindrical cupcake base, blue frosting dome, and gold ring decoration; these must be jumped over; (2) low taffy bars, made from two white posts and a horizontal pink striped/candy bar at low height, which must be slid under; and (3) rival humanoid candy runners in a lane, wearing blue or purple outfits with colorful accents, running toward the player and drifting slightly side-to-side; these must be avoided by changing lanes or jumping. Obstacles end the run when they overlap the player lane and reach the player, with the cupcake/rival requiring a sufficiently high jump and the low bar requiring a slide. Use randomized lane placement and varied patterns, sometimes placing a second cupcake in another lane. Begin introducing rivals and low bars after some distance, and prevent the same special obstacle type from spawning repeatedly. Remove passed objects and continuously recycle the road/decor so the course is endless. Spawn collectible lollipops in random lanes ahead. Model each as a gold candy ring with a white stick, bobbing vertically and rotating as it approaches. Collect it when the player is in the matching lane and close enough vertically. Each normal pickup adds 10 points and increments a visible streak counter. Every sixth pickup triggers a 4.5-second “Sugar Rush”: reset the streak, show a bright “Sugar Rush!” HUD pill, award 22 points per pickup during the rush instead of 10, increase running score accumulation, slightly enlarge the player, show a rotating glowing yellow ring/trail around the player’s feet, and animate the player faster. If pickups are missed, do not explicitly reset the streak; the streak resets when Rush triggers. Display a fixed HUD in the upper-left using rounded translucent white pills with dark berry text: Score, Best, Speed, and Streak, plus a gradient yellow/pink “Sugar Rush!” pill only while rush is active. Score should continuously increase during a run based on elapsed forward motion (normal and boosted during Sugar Rush), while speed begins at a base 15 units/sec, increases gradually over time, and is shown as a multiplier such as 1.0x relative to base speed. Persist the best score between runs. On first load and after restart, show a centered translucent rounded instruction panel reading “Sugar Sprint,” explaining lane movement with Arrow keys/A/D, jumping with Space, sliding with Down/S, collecting lollipops for Sugar Rush, and that a movement key or click wakes audio. When the player collides, stop the run, preserve/update Best, play a hit cue, and replace the panel with “Game Over,” the score, and “Press R to run again.” Press R to reset the score, speed, streak, player position, road, scenery, and active obstacles/pickups. Press P to pause/unpause, showing a “Paused” badge/panel. Use a responsive full-screen canvas with a perspective camera that subtly follows horizontal player movement, looks toward the road ahead, and lowers slightly during a slide. Use soft lighting, fog, shadows, pastel materials, and smooth damping for movement. Add simple Tone.js-style synthesized cues for jump, collect, slide, Sugar Rush, and hit if audio is available, initialized after a click or key press. The core experience must be an endless candy-world lane runner with only the specified keyboard controls and the described collision, scoring, pickup, pause, and restart rules.