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Arcade › TileDash
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TileDash was built by Zyn tac 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 TileDash 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 “TileDash,” a single-stage side-scrolling 2D-style platform game rendered with blocky 3D meshes in Three.js and an orthographic camera. The game should feel like an original retro pixel platformer, using procedurally generated nearest-neighbor pixel textures rather than recognizable existing-game characters or assets. Presentation and camera: use a dark navy background (#0b1020 / #141b35) with a wide horizontal platforming world. Use an orthographic camera showing about 12 world units vertically, following the player horizontally with a slight look-ahead in the direction of motion and clamping to the stage bounds. The world is made from 1-by-1 tile cubes with shallow depth. Ground tiles have brown dirt with tiny speckles and a bright green grass cap; elevated platforms use the same grass/dirt appearance. The overall scene is sparse, clean, and readable, with flat block forms and pixel-art textures. Stage and level layout: make one authored stage, approximately 81 tiles wide and 13 rows tall, with the player starting near the far left on a continuous ground strip and a purple Goal Beacon at the far right. The main ground is near the bottom and includes several short gaps, while the route contains raised platforms, small ledges, coin arcs, a power-up block, and an optional high road. Include a safe opening, then a walker encounter, a small gap lesson, coin formations, a Growth Orb question block, a later walker and a hopping enemy, more raised platforms, and the goal. A representative tile layout from top to bottom is: - mostly empty sky, with a small coin high above the middle; - a five-coin arc and short elevated platform around the upper-middle/right; - an earlier coin arc and a question block over a small brick/solid arrangement on the left-middle; - a walker in the middle, another coin grouping and platforms toward the right, then a hopper and a raised platform near the goal; - the player start on the lower-left route, with coin groupings, short gaps, and long solid ground sections; - a continuous-looking bottom stage floor interrupted by a few narrow holes, ending at a final ground/platform area under the beacon. Ensure platforms and gaps are traversable with the jump physics. Player: use a simple small rectangular white/light-gray block avatar with two dark square eyes and a slightly darker lower band. The player starts Small, with width about 0.78 tile and height about 0.82. Movement is physics-based: accelerate left/right, decelerate when released, walk top speed about 6.2, and sprint top speed about 9.2 while Run is held. Apply gravity about 28 and a responsive jump with initial velocity about 11.2. Holding jump briefly increases jump height, with jump buffering and a short coyote-time grace period. The player can move left and right, jump, sprint, stomp enemies, collect items, and reach the goal. Player power state and damage: the Growth Orb changes Small into Big, visually changing the avatar to pale green and increasing height to about 1.25 tiles. A Big player hit shrinks back to Small and grants roughly 1.1 seconds of invulnerability; a Small player hit costs one life and respawns at the beginning. Start with 3 lives. During invulnerability, blink the player sprite. Falling below the world also costs a life and respawns. If lives reach zero, show “GAME OVER” and “Press R to restart.” Objects: coins are small rotating gold discs with a lighter highlight, placed singly and in arcs/groups; collecting one adds 10 score and increments the coin counter. Include one blue question block with a white “?” and pixel highlights. When hit from below, change it to a dark used block and spawn a cyan/teal faceted Growth Orb that moves along the ground with simple gravity and wall bouncing; collecting it adds 250 score. Include a few brown/orange brick blocks that can be broken only when the player is Big by hitting them from underneath. Enemies: include red/pink square Walkers with dark square eyes. They patrol horizontally, use gravity, turn at walls and ledges, and are defeated when stomped from above; stomping adds 100 score and bounces the player upward. Include one orange square Bouncer/Hopper with dark eyes that stays mostly in place and periodically jumps. Touching an enemy from the side damages the player. Use simple axis-aligned tile/entity collision. Goal: place a tall narrow purple shimmering Goal Beacon at the far-right end of the stage. Rotate it slowly and clear the stage when the player overlaps it. Show “STAGE CLEAR!” and “Press R to play again.” HUD: place a prominent top HUD in bold white text with a subtle dark shadow, reading “STAGE 1,” “SCORE 000000,” “COINS 00,” “LIVES 3,” and “TIME 200” (timer counts down once per second). Keep the HUD fixed to the screen rather than the world. Reaching zero time costs a life. Include centered temporary messages for the initial instruction “Tap/click to enable audio.\nReach the Goal Beacon!”, damage/respawn text, game over, and stage clear. Controls: desktop keyboard supports Left/Right arrows or A/D for movement, Space/W/Up for jump, Shift for Run, and R to restart. On coarse-pointer mobile devices display large translucent rounded on-screen buttons along the bottom: left arrow, right arrow, RUN, and a blue-highlighted JUMP button. Buttons support held input, and the jump is variable height while held. Make the layout responsive for phones and desktop. Add simple synthesized retro-style sound effects for jumping, collecting coins, stomping, taking damage, collecting the Growth Orb, and reaching the goal, initialized after user interaction.