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Temple Dash

  • 3d
  • endless-runner
  • arcade
  • temple
  • third-person
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. Wavemini43 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Temple Dash yet. Play it, then tell Wavemini43 what you would add next.

Make your own game

Temple Dash was built by Wavemini43 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.

Read the build brief for Temple 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 browser-based 3D endless runner titled "Temple Dash" using a third-person perspective behind and slightly above a small stylized runner. The camera looks down a long temple bridge/path extending into the distance, with the player near the bottom center of the screen and objects moving toward the camera to simulate constant forward motion. Use a dark navy sky/background with atmospheric fog, soft shadows, warm directional sunlight, and a clean low-poly/primitive 3D aesthetic.

The course is a broad gray-blue stone roadway about 12 units wide, divided conceptually into three lanes at x positions -3, 0, and 3. Add thin gold-colored trim along both road edges. On both sides, place repeating dark stone temple pillars: tall square columns outside the road, each with a chunky gold/tan cap. Recycle road-and-pillar segments continuously to create an endless path. Keep the scene sparse and strongly lit so the colorful obstacles and coins stand out against the dark background.

The player is a cyan/turquoise stylized humanoid made from simple geometry: a rounded capsule-like body, a spherical head, and a small red/coral scarf or sash around the upper body. The player automatically runs forward; there is no manual forward control. Smoothly move the player horizontally between the three lanes rather than snapping instantly. The player can jump with a vertical arc and can temporarily slide/crouch, visually scaling the character vertically shorter while sliding. Use collision boxes matching the runner’s current lane, height, and position.

Spawn repeating obstacle and collectible patterns ahead on the road, with objects traveling toward the player as the run progresses. Obstacles are bright coral/red primitive structures and occupy one lane at a time. Implement two obstacle types: (1) a low solid wall/block approximately 2.15 wide and 1.4 high that must be jumped over, and (2) a horizontal overhead bar at roughly y=2.05 supported by two narrow posts, which must be slid under. A low wall ends the run if the player collides while not sufficiently airborne (jump height below about 0.9); an overhead bar ends the run unless the player is sliding or high enough in a jump. Leave other lanes available so the player must switch lanes as well as jump or slide.

Place glowing gold coins as orange/yellow torus rings, oriented flat like hoops on the path or positioned above the road for jump collection. Coins spin visually. Collect a coin when the player is close in lane, depth, and height; remove it and increment the coin total. Use deterministic repeating pattern categories similar to: a random-lane low wall with a coin in a neighboring lane, a random-lane overhead bar with a raised coin, a wall with coins in the other lanes, a three-lane staggered row of coins, or a bar with a coin in the player’s lane. Space patterns along the road and continuously spawn them as the course advances.

Start the run with score 0, coins 0, and speed 15. Increase speed gradually over time, so the temple scenery, obstacles, and coins approach faster as the run continues. Increase score continuously based on traveled distance/speed, award an additional 25 points for successfully passing each obstacle, and award 100 points per collected coin. Recycle road segments after they pass the camera/player and remove old obstacles and coins. Collision with a failing obstacle stops gameplay immediately.

Add a fixed HUD over the 3D scene. In the upper-left, show three dark translucent rounded pills labeled "SCORE", "COINS", and "SPEED", with bold white numeric values. Near the top center show the instruction text: "A/D or ←/→ switch lanes · Space/↑ jump · S/↓ slide". On touch/coarse-pointer devices, show four translucent circular controls along the bottom: left and right lane buttons on the lower-left, and JUMP and SLIDE buttons on the lower-right. Keyboard controls should support A/Left Arrow and D/Right Arrow for one-step lane changes, Space/Up Arrow/W for jumping, and S/Down Arrow for sliding. Lane changes and jumps should trigger on key/button press rather than repeat continuously while held; sliding lasts briefly while held/activated.

When the player hits an obstacle, freeze the run and display a centered dark translucent game-over overlay. The panel should say "GAME OVER", show the final text in the form "Score [value] · Coins [value]", and include a gold "Restart Run" button that reloads/resets the endless run. Maintain the polished visual presentation: perspective camera with subtle camera follow toward the player’s lane, dark blue foggy environment, gold temple accents, coral hazards, bright gold spinning rings, turquoise player, and visible cast shadows.

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