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Arcade › Theme Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Eesha Nair built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Theme Dash yet. Play it, then tell Eesha Nair what you would add next.
Theme Dash was built by Eesha Nair 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 Theme 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 polished Three.js 3D endless runner titled “Theme Dash.” Use a third-person follow camera behind and slightly above a small stylized runner, looking forward down a procedurally recycled three-lane road. The player automatically runs forward continuously; the road scrolls/recycles beneath them while obstacles, coins, side decorations, and distant scenery spawn ahead and are removed behind. Keep the camera smoothly following the player, with a mild view of the runner’s lane changes and jump height. Core gameplay: the runner starts in the center of three lanes positioned left, center, and right. Horizontal movement is lane switching, smoothly interpolating to the selected lane rather than free movement. Keyboard controls: Left Arrow/A moves one lane left, Right Arrow/D moves one lane right, Space/W/Up jumps, and S/Down slides. Provide large touch controls at the bottom: left, right, slide, and jump. The player auto-runs at an initial speed of 16, gradually accelerating as score rises. Score increases continuously with distance and coins add 15 points. Show distance in the game-over message. Jumping uses upward velocity and gravity; a ground obstacle can be avoided by changing lanes or jumping over it. A low overhead bar obstacle requires sliding underneath it; hitting any obstacle ends the run immediately. Allow lane switching, jumping, and sliding only while running, and do not allow jump and slide simultaneously. Spawn a mixture of obstacles and collectibles in front of the player. Ground obstacles should visibly include varied stylized forms such as a rectangular barrier with a stripe, a cylindrical drum, and a tall prism with a topper. Low-bar obstacles should have two posts and a high horizontal beam with a warning strip, clearly communicating that the player must slide. Spawn bright rotating torus-shaped gold coins at different heights and lanes; coins bob vertically, are collected when the runner is close in lane, depth, and height, then disappear and increment the coin counter. Use randomized patterns including single ground obstacles with optional coins, low bars with coins underneath, short coin lines, and an obstacle with coins in an open lane. Build three selectable runners with simple low-poly/primitive geometry and animated limbs while running, jumping, and sliding. The default is Rift, a cyan rounded/capsule-bodied runner with a yellow visor, dark details, arms, legs, and a rear core; label it “Balanced runner.” Nova is pink with a mint-green angular hood and dark details; label it “Sharp and fast.” Byte is a chunky pale-blue robot with a blue face panel, antenna, antenna tip, and dark details; label it “Chunky robot.” Animate their arms pumping and legs stepping during the run; add a small hop/bob while moving, a jump pose in the air, and a lowered/tilted compressed pose during a slide. A soft circular shadow should remain beneath the runner. Provide three switchable visual themes that can be changed before or during a run, immediately rebuilding the road, decorations, and distant backdrop while preserving the run. Metro is a bright city-rail setting: light blue sky/fog, dark charcoal-blue road, muted blue shoulders, pale lane stripes, city buildings and lamp poles at the sides, and distant illuminated towers with window strips. Label it “Bright city rails.” Dunes is a warm desert/canyon setting: peach/orange sky and fog, brown road, sandy shoulders, cacti and angular rocks with small gems at the roadside, and distant blocky desert outposts with roof forms. Label it “Hot canyon run.” Glacier is a cool frosty night setting: deep blue sky/fog, blue road and lighter shoulders, glowing pale lane stripes, translucent icy trees/crystals at the roadside, and distant translucent icy high-rises with spires. Label it “Frost night sprint.” Use directional and hemisphere lighting, shadows, atmospheric fog, and an expansive colored sky sphere/background appropriate to the current theme. Create a fixed translucent dark HUD over the 3D scene. At the top show four stat cards: SCORE, COINS, THEME, and RUNNER, initially displaying 0, 0, Metro, and Rift. Under that show two translucent selection strips: CHARACTERS with three clickable cards (Rift, Nova, Byte and their blurbs) and THEMES with three clickable cards (Metro, Dunes, Glacier and their blurbs). Highlight the current character and theme with a cyan border/background. The cards must remain usable during a run, so selecting a different runner rebuilds the player model and selecting a theme rebuilds the environment immediately. Include a small translucent controls hint stating that arrow/A-D swaps lanes, space/W/up jumps, S/down slides, and characters/themes can be changed mid-run. On first load, show a centered dark translucent modal titled “Theme Dash,” with the description “An endless runner with three switchable worlds and three playable runners. Dodge barriers, grab coins, and change the vibe whenever you want.” and a rounded cyan/green “Start running” button. Starting or restarting resets score, coins, distance, speed, player position, lane, jump/slide state, obstacles, coins, and environment. When an obstacle is hit, stop movement and show a centered “Run over” modal with a message reporting meters traveled, coins grabbed, and best score. Include “Run again” and “Shuffle theme” buttons; Shuffle theme cycles Metro, Dunes, and Glacier. Also support Enter/Space to start from the initial overlay and R to restart after a crash. Use responsive glassmorphism UI with rounded panels, blur, dark translucent surfaces, light text, cyan accents, and mobile-safe bottom controls.