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Task Dash

  • arcade
  • microgames
  • timed
  • casual
  • touch
  • endless
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Maxwell Zertuche built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Task Dash yet. Play it, then tell Maxwell Zertuche what you would add next.

Make your own game

Task Dash was built by Maxwell Zertuche 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 Task 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.

Read the build brief for Task Dash

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 responsive portrait-friendly canvas arcade game titled “Task Dash.” It is a rapid-fire collection of short spaceship/base/island task microgames. Use original simple vector art only, with a dark navy space-like background, subtle scattered stars, rounded navy panels, bright cyan/green/gold/purple accents, and a small bean-shaped crewmate with a visor. The game should work with mouse, touch, and keyboard, and fill the browser viewport.

At the top, provide fixed HUD controls: a ? help button on the left, five map mode buttons centered (“Skeld,” “Mira HQ,” “Polus,” “Airship,” “Fungle”), and a Restart button on the right. Below them draw a translucent status strip showing the current full map name, “Score N,” and up to three pink heart lives. At the bottom center provide Skip and Action buttons. On the title screen, show “TASK DASH,” the subtitle “A rapid microgame rush through five ship, base, airship, and island task lists. Tap a map button or the screen to start,” the crewmate, and “Tap to begin.” Clicking a map changes mode and restarts with score 0 and 3 lives; Restart does the same. Help opens a dark overlay explaining that tasks must be finished before the timer drains and use tapping, dragging, number entry, or Action.

Core loop: begin with the selected map, then repeatedly choose a task from that map’s task list. First show a transition/map screen for about 1.05 seconds. Draw a simplified map as connected room nodes positioned across the screen, with each room a rounded labeled box and colored outline based on the map. Animate the crewmate running from the previous room to the next with a slight bob/tilt. Show “Running to ROOM” and “Next: TASK.” Then show the task microgame in a large rounded dark panel with the task title, a colored outline, an approximately 7-second countdown bar (minimum 3.6 seconds; it gets slightly shorter as score increases), and a one-line instruction. Completing a task adds 1 score and streak and immediately sends the player to another random task; failure, timeout, or Skip removes one heart, resets streak, and continues unless all three hearts are gone. At zero lives show “GAME OVER,” final score, and “Tap Restart or pick a map to run again.”

Implement the five modes and their room labels/colors and task pools as follows. The Skeld (blue): rooms Cafeteria, Weapons, O2, Navigation, Shields, Storage, Electrical, Security, MedBay, Reactor, Admin, Upper Engine, Lower Engine. Tasks include Fix Wiring, Swipe Card, Enter ID Code, Align Engine Output, Calibrate Distributor, Chart Course, Clean O2 Filter, Clear Asteroids, Divert Power, Inspect Sample, Prime Shields, Stabilize Steering, Unlock Manifolds, Upload Data, Empty Garbage, Fuel Engines, Start Reactor, Submit Scan. Mira HQ (purple): Launchpad, MedBay, Communications, Locker, Office, Admin, Cafeteria, Balcony, Laboratory, Reactor, Greenhouse, Storage. Tasks include Fix Wiring, Insert Keys, Scan Boarding Pass, Swipe Card, Assemble Artifact, Buy Beverage, Chart Course, Clean O2 Filter, Clean Vent, Divert Power, Empty Garbage, Fuel Engines, Measure Weather, Prime Shields, Process Data, Run Diagnostics, Sort Samples, Unlock Manifolds, Clear Asteroids, Start Reactor, Submit Scan, Water Plants. Polus (green): Dropship, Electrical, O2, Weapons, Communications, Office, Admin, Laboratory, MedBay, Specimen Room, Decontamination, Outside, Boiler Room. Tasks include Fix Wiring, Enter ID Code, Align Telescope, Chart Course, Clear Asteroids, Empty Garbage, Fill Canisters, Fix Weather Node, Monitor Tree, Record Temperature, Repair Drill, Store Artifacts, Submit Scan, Unlock Manifolds, Inspect Sample, Fuel Engines, Start Reactor, Upload Data, Open Waterways, Reboot WiFi, Replace Water Jug. The Airship (orange): Meeting Room, Records, Lounge, Cargo, Medical, Electrical, Showers, Main Hall, Engine, Kitchen, Armory, Cockpit, Vault, Gap Room. Tasks include Enter ID Code, Calibrate Distributor, Clean Vent, Decontaminate, Divert Power, Dress Mannequin, Fix Shower, Make Burger, Pick Up Towels, Polish Ruby, Put Away Pistols, Put Away Rifles, Sort Records, Upload Data, Empty Garbage, Fix Wiring, Develop Photos, Fuel Engines, Reset Breakers, Rewind Tapes, Start Fans, Stabilize Steering, Unlock Safe. The Fungle (mint green): Camp, Beach, Jungle, Splash Zone, Dorm, Greenhouse, Generator, Mine, Kitchen, Antenna, Lab, Dock. Tasks include Collect Samples, Enter ID Code, Replace Parts, Roast Marshmallow, Find Stick, Assemble Artifact, Build Sandcastle, Collect Shells, Crank Generator, Empty Garbage, Find Signal & Fix Antenna, Fix Wiring, Lift Weights, Monitor Mushroom, Play Video Game, Record Temperature, Throw Frisbee, Catch Fish & Cook Fish, Extract Fuel, Help Critter, Hoist Supplies, Mine Ores, Polish Gem, Prep Vegetables, Replace Water Jug, Water Plants.

Build reusable microgame patterns matching these task kinds. Every task must have a clear visual and interaction, and all listed kinds should be supported: wiring (drag four colored left endpoints to matching right endpoints), swipe card (drag horizontally at medium speed), keypad/ID code (display a random five-digit code and enter it using a clickable 3x4 keypad or number keys, backspace, Enter), align/keys (rotate or tap until a pointer is upright), timing (press Action when a moving marker is in a green center zone, three successful hits), course (tap five numbered route dots in order), filter (tap leaves), asteroids (tap ten rocks), sliders (drag four vertical sliders to their target marks), scan/upload/fuel/water/waterjug/photos/polish (hold Action or the panel to fill a progress bar), lights/shields (toggle a 3x3 grid until all are on), steering/telescope (drag a cyan reticle/object onto the center/target), order/manifolds (tap numbers 1 through 10 in order), memory/reactor (watch a flashing sequence of 3–6 numbered tiles, then repeat by tapping or keys 1–4), canisters (fill four canisters in sequence), tree (set three vertical meters to ghost target marks), temperature (tap left/right halves to change a number to a target), weather/drill/collect (tap all scattered colored samples, cracks, or objects), scanpass (tap three times), assemble (drag four pieces onto matching outlines), vending (choose the requested A1/B2/C3/D4 drink), sort/records (tap all scattered items), valves (tap each of three valves twice), wifi (turn off, wait roughly 1.8 seconds, then turn on), dress (cycle four crewmate outfit colors until matching target), burger (tap ingredients in the displayed order), breakers (tap seven breakers in numeric order), tape (move a rewind marker near the middle), fan (enter a two-digit code), safe (turn a dial left/right to match three numbers in sequence), sandcastle (tap/pat eight times), videogame (tap/move a small cyan player onto a green gem), fish (press when a moving hook is in the green zone), and critter (tap six times). The Action button should be especially useful for mash/timing/hold tasks, and Space/Enter should trigger Action; number keys should support keypad and memory tasks.

Use a consistent visual language: panel backgrounds around #13223a, secondary controls around #203252, text #eaf4ff, muted text #98aac7, success #54e38a, failure #ff5d73, gold #ffd45a, cyan #52d6ff, purple #b38cff, and orange #ff9f43. Use rounded rectangles, circles, stars, blobs, progress bars, simple line art, and the original bean crewmate; do not use copied game sprites or map artwork. Ensure touch behavior prevents scrolling, show instructions below each task panel, and make all interactions forgiving enough for mobile taps while retaining the countdown challenge.

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