Arcade › Temple Dash
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Temple Dash was built by Rudra 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 Temple 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 playable Three.js-style 3D endless runner titled “Temple Dash.” The game is viewed from a third-person perspective behind and slightly above an automatically running adventurer, looking forward down a long three-lane temple path. The player stays near the bottom center of the view while the path segments move toward the camera to simulate forward motion. Use a 60-degree perspective camera initially around (0, 5.2, 8.8), smoothly following the player’s horizontal lane movement and jumping, and looking toward the path ahead around z=-6.6. The environment should feel like a vibrant low-poly jungle ruin: a turquoise-green sky with pale faceted cloud shapes and fog, dark green canyon/cliff walls on both sides, green jungle shoulders, three parallel tan/olive stone walkway lanes edged by narrow bright teal gaps/lines, irregular moss patches on the tiles, ruined square stone pillars with caps, glowing torch posts, occasional palm trees, rocks, and distant temple structures. Use flat-shaded polygonal geometry, warm gold torchlight, soft green ambient lighting, shadows, and atmospheric distance fog. The player is a stylized low-poly adventurer, preferably an imported low-poly running character; provide a simple fallback character if needed, with an orange-brown torso, pale head, dark green hat, and dark legs. Play a running/walking animation while grounded, a roll animation during a slide, and a death animation after crashing if character animation is available. The core loop begins immediately and runs continuously with no start screen. The player automatically advances down the path. There are exactly three lanes, with horizontal lane centers about 2.35 units apart. Keyboard controls: Left Arrow or A moves one lane left, Right Arrow or D moves one lane right, Up Arrow or W jumps, and Down Arrow or S slides. Lane changes should clamp at the leftmost/rightmost lane and smoothly damp the character toward the selected lane. A jump launches with upward velocity about 8.7 and gravity about 22, returning the player to the ground; jumping is only allowed while grounded. Sliding lasts about 0.72 seconds, scales/compresses the player vertically to roughly 56% height, and is only allowed while grounded and not already sliding. Procedurally recycle roughly 12 path segments, each about 14 units long, to create an endless route. The first two segments should be safe, then randomly generate one obstacle approximately per segment, with roughly equal weighted choices among three hazard types and a random lane/position: horizontal logs across a lane that must be jumped over; low stone/wood arches or branches spanning a lane that must be slid under; and broken floor sections/gaps in a lane that must be jumped across. Gaps should visibly show separated path slabs, broken edges and a dark pit below. Collision is lane-based and occurs when the hazard reaches the player: an arch causes an instant game over unless the player is sliding; a log causes an instant game over unless the player’s jump height is at least about 0.78; a gap causes an instant game over unless jump height is at least about 0.82. Any collision ends the run immediately. Obstacles that pass the player are marked resolved. Place collectible gold coin cylinders in lane patterns along the path, floating around y=1.1 and sometimes higher over a gap. Coins spin and bob. Collect a coin when the player is in its lane and close enough vertically as it reaches the player; hide collected coins, increment the coin count, and play a short bright synthesized chirp. Generate ordinary five-coin lines, safer-lane lines near hazards, and raised coin lines over gaps. Increase movement speed gradually from about 12 up to a cap of 27, and calculate distance continuously from speed. Score should be floor(distance + coins*12), so distance contributes directly and every coin gives a 12-point bonus. Store the best high score in browser localStorage under a Temple Dash-specific key and update it when the run ends. Add a fixed HTML HUD over the canvas. At the top center, show a translucent dark green rounded panel with the label “Temple Dash” and two values, “Score” and “High.” At the bottom left, show a translucent instruction panel with the exact guidance: “Controls: A/D or ←/→ switch lanes — W/↑ jump — S/↓ slide. Dodge logs, broken tiles, and low arches while grabbing coins.” At the top right, show a small translucent loading status while external low-poly assets load, changing to “Ruins ready” and then disappearing. When the player crashes, darken the whole screen with a translucent overlay and centered rounded card titled “Game Over,” with the message “The temple finally caught you.” Show Distance in meters and Coins in two stat boxes plus a gold “Play Again” button. Restarting resets lane, movement, distance, coins, score, jump/slide state, speed, recycled path content, and hides the overlay. Include subtle audio feedback: imported jump and crash sounds, a synthesized coin chirp, and a synthesized slide sound. Support window resizing and touch/pointer activation for audio, but the primary controls are the listed keyboard keys.