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Arcade › Track Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mason Cobb-Diaz built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Track Dash yet. Play it, then tell Mason Cobb-Diaz what you would add next.
Track Dash was built by Mason Cobb-Diaz 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 Track 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 browser-based 3D endless runner titled “Track Dash,” using a dark neon Three.js-style presentation. The camera should be a third-person perspective positioned behind and above the player, looking forward down a long track. The player is a simple low-poly humanoid made from primitives: a bright green rectangular torso, yellow sphere head, and yellow blocky feet. The character runs automatically in the center of a three-lane track and should subtly bob while running. Build the roadway from repeating rectangular track segments extending into the distance. Use alternating dark blue-gray floor tones, thin glowing cyan lane-divider stripes, and dark side rails. Surround the road with a deep navy night city: repeated blocky buildings on both sides, with small cyan-blue glowing window panels. Use fog and soft lighting so the far track and buildings fade into the dark blue background. Keep the visual style clean, geometric, minimal, and neon-lit rather than realistic. The core loop is endless forward motion. The player never stops moving forward; instead, the track, buildings, obstacles, and coins move toward the camera while the player stays near the foreground. Begin at speed 13 and gradually increase speed over time. Increase score continuously according to travel distance, and show speed as a normalized multiplier beginning at “Speed 1.” The run continues indefinitely until the player collides with an obstacle. There are exactly three lanes, positioned left, center, and right. Keyboard controls: Left Arrow or A moves one lane left, Right Arrow or D moves one lane right, Up Arrow, W, or Space jumps, and Down Arrow or S slides. Lane changes should smoothly interpolate toward the selected lane and clamp at the outer lanes. Jumping is only possible while grounded and not sliding; apply an upward impulse and gravity so the player arcs through the air. Sliding is a short grounded action lasting about 0.58 seconds that visibly squashes the character vertically. The player should lean slightly while changing lanes. Regularly spawn patterns ahead of the player at varying distances. Spawn red rectangular obstacles in random lanes, with three geometry variants: a medium barrier approximately 1.25 units high, a tall barrier approximately 2.25 units high, and a low obstacle approximately 0.65 units high. Use collision detection between the player’s bounding box and obstacle bounding boxes when they reach the player. A collision ends the run immediately, with no health system or extra lives: stop the action and show a centered dark translucent result card reading “Crashed!” and a line such as “Final score [value] · Coins [count],” with a “Run Again” button. Also spawn sequences of 3–6 gold torus-shaped coins in a lane. Coins can be arranged in a straight line around player head/chest height or in a raised arc. Rotate coins visually as they approach. Collect a coin when the player is in the matching lane and close enough in depth, horizontal position, and vertical position; remove it and add one to the coin count and 35 bonus score points. Missed coins pass behind the camera and disappear. The initial state should show the game world behind a full-screen centered start overlay. The overlay is a dark, blurred/translucent rectangular card with a thin light border and the large white title “Track Dash,” followed by “Dodge barriers, grab coins, and survive as the track speeds up.” and a bright green-to-cyan gradient rectangular “Start Run” button. Starting or restarting resets score, coins, speed, distance, player position, obstacles, and coins. Add a fixed HUD over the 3D scene. At the upper left, show a rounded translucent pill reading “Score 0” initially, updating continuously with the integer score. At the upper right, show a matching pill reading “Coins 0 · Speed 1,” updating coins and the speed multiplier. At the bottom center show the instruction text “Keyboard: ←/→ change lanes · ↑ jump · ↓ slide · Tap buttons on mobile.” On touch/coarse-pointer devices, show four translucent square controls near the bottom: left and right lane buttons grouped on the left, and up/jump and down/slide buttons grouped on the right. Make the overlay non-blocking except for the start/restart button and mobile controls. Use responsive sizing, a dark navy background, white HUD text, translucent glass-like panels, and green/cyan accent colors consistent with the supplied screenshot.