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Arcade › Summit Dodge
Click the game above and it runs right here in your browser. No download, no installer, no account needed. gameryoutuber009 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Summit Dodge yet. Play it, then tell gameryoutuber009 what you would add next.
Summit Dodge was built by gameryoutuber009 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 Summit Dodge 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 game titled “Summit Dodge” using Three.js. Use a third-person perspective camera positioned around (0, 6.7, 11.5), looking down the center of a long mountain climbing route toward roughly (0, 2.8, -14). The scene should have a pale blue-gray sky/background with matching distance fog, soft atmospheric visibility, shadows, and warm directional sunlight. Build a stylized low-poly mountain backdrop: a large dark desaturated gray-blue seven-sided cone centered far ahead and rising high above the route, with a smaller white seven-sided snow-cap cone near its peak. Lay a broad brown/tan rectangular climbing path across the center, extending far into the distance; the playable horizontal area has five lanes at approximately x = -5.2, -2.6, 0, 2.6, and 5.2. The player is a small stylized climber at the near end of the route, represented by an orange/yellow capsule-shaped body with a dark teal-blue rectangular backpack. Keep the character centered near the bottom of the world and allow only horizontal movement. The climb advances automatically: increase the displayed climbing distance continuously, starting at speed 9 and gradually accelerating based on distance up to speed 18. Spawn irregular dark-gray low-poly boulders far up the path in random lanes, at varied scales and rotations. They travel toward the player down the path, rotate as they move, and spawn increasingly frequently as the climb continues (with a randomized interval, bottoming out around 0.38 seconds). Remove rocks after they pass the player. A collision occurs when a rock is close in depth and overlaps the climber horizontally, ending the run immediately. Controls should be mouse- and touch-driven only: while the pointer/finger is held, map its horizontal screen position to a target x position across about -5.8 to 5.8, and smoothly move the climber toward that target; release stops updating the target. Slightly tilt the climber while it moves for responsive feedback. Do not add jumping, attacks, powerups, health, lives, or other mechanics. Add a fixed HTML HUD over the 3D canvas. In the upper-left, show a dark translucent rounded pill with bold text such as “0 m up,” updating to the floored distance in metres. At the bottom center, show a dark translucent pill reading “Move your mouse or finger left and right to dodge.” On collision, show a centered full-screen dark translucent overlay with a rounded dark blue gradient card, the heading “Rockslide!”, a line reading “You climbed N metres.”, and a prominent yellow-orange rounded button labeled “Climb again.” Clicking the button clears all rocks, resets distance and speed, returns the climber to the center, and resumes play. Use a clean modern sans-serif interface, muted cool mountain colors, warm yellow player/button accents, soft shadows, and a simple polished arcade presentation.