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Vine Rush

  • 3d
  • arcade
  • swinging
  • jungle
  • mobile
  • endless-runner
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. Khrizzywakeupp Now built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Vine Rush yet. Play it, then tell Khrizzywakeupp Now what you would add next.

Make your own game

Vine Rush was built by Khrizzywakeupp Now 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 Vine Rush 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 Vine Rush

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 mobile-first 3D side-view endless-style jungle swinging game titled “Vine Rush.” Use Three.js or an equivalent real-time 3D engine with a bright low-poly look: cyan/sky-blue background and fog, green jungle floor, a blue river strip in the background/ground, palm trees, and simple rounded/procedural geometry. Frame the action in a side-on perspective camera that smoothly follows the monkey toward the right; keep the player and upcoming vines visible. The player is a small brown procedural monkey with a body, head, lighter muzzle, ears, eyes, and curly tail. Place the monkey below a series of green leaf-shaped vine anchors arranged across the level, each with a vertical brown rope hanging down. The monkey starts attached to the first vine, with a visible rope from the anchor to the monkey.

Core interaction: on touch/pointer/mouse, press and drag from the monkey backward (generally left/up or away from the intended travel direction) to build launch force; show a yellow pull/aim line while dragging. The farther the drag, up to a capped distance, the stronger the boost. On release, detach the monkey and launch it forward/right using the drag boost plus any swing tangent velocity. Apply gravity while airborne, with slight horizontal drag. The player can automatically catch a subsequent vine when flying close enough to its anchor and within the allowed forward range; reattach the monkey, reset its rope length to the distance from the anchor, and allow another drag-and-release. The monkey should rotate based on swing angle while attached and flight velocity while airborne. If it reaches the green ground, bounce/dampen and take damage.

Build a fixed playable sequence of roughly 24 vine anchors spaced horizontally, with varying vertical positions. Between vines, place floating yellow banana collectibles that bob and spin; collecting one hides it, increments the current-run banana count, and persists the total banana currency in localStorage. Score should increase with forward distance and award a large bonus per collected banana. Add moving blue bird obstacles, black flying bugs with translucent wings, and tall yellow giraffe-neck hazards rising from the ground with brown spots and a simple head. Birds oscillate vertically and drift left; bugs bob and rotate; giraffe necks sway slightly. Colliding with hazards or the ground costs one heart, briefly grants invulnerability/visual flashing, and ends the run when all three hearts are lost.

HUD: overlay pointer-events-safe controls over the canvas. At the top, show dark translucent rounded pills for “Score N ♥ H” and “🍌 N,” plus a large orange rounded “Shop” button. Along the bottom show a dark translucent rounded instruction bar that initially says “Drag the monkey backward, then let go. Catch vines, grab fruit, dodge birds, bugs, and giraffe necks.” While dragging, change it to “Pull back farther for more boost — release to fly!” and while airborne explain that the player can fly through a vine to catch it and grab bananas. Use bold white text, soft shadows, and responsive safe-area spacing for mobile.

Add a tappable Jungle Shop modal with a warm cream card and green item tiles. It displays persistent banana currency and lets the player buy/equip: Panda Skin (white/black), Tiger Skin (orange), Robo Monkey (metallic gray); Sunset Map (orange sky/dusky green floor); Moonlight Map (dark blue night sky/green floor); and Spiky Obstacles. Purchases and equipped selections persist locally. Include a Close button. Include a game-over overlay titled “Crash!” with the final score and run banana count and a “Swing Again” restart button that resets hearts, score, run bananas, player position, and the level. Support desktop fallback: mouse pointer drag/release and Space to perform a launch. Include simple launch/interaction sound playback if available, but retain full playability without audio.

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