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Arcade › Void Surge
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daniel John McCutcheon built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Void Surge yet. Play it, then tell Daniel John McCutcheon what you would add next.
Void Surge was built by Daniel John McCutcheon 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 Void Surge 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.
Rebuild a playable Three.js/WebGL side-scrolling neon arcade runner titled “Void Surge.” Use a 2.5D perspective scene with a fixed player near the left side while the world scrolls from right to left, a dark near-black/purple void background, fog, bloom, floating platforms in the distant background, occasional fading purple lightning line arcs, and a long glowing green road/floor stretching across the screen. The floor is tiled infinitely and has many thin glowing green crack-like strips. The camera is a perspective camera looking slightly down the road, so the scene has visible depth but gameplay collisions happen on a 2D x/y plane at z=0. Use emissive low-poly geometry and a strong neon glow: purple platforms and gates, red triangular spikes, blue/purple hazards and projectiles, and a cyan/green player. The player is a small glowing cube with a dark face and bright green rectangular eyes/pupils and a simple green mouth texture on its front. Keep the player’s horizontal position fixed at x=0 while world objects use their world x minus scroll distance. The game is an endless repeating run rather than a true win: progress is the current percentage through a 5200-distance loop, displayed from 0 to 99 and wrapping back to 0. Increase scrolling speed from about 14 at the beginning to about 36 by the end, with extra speed in Wave, Robot, and Boss sections. Dying resets the run to 0%, clears current objects and coins, and increments the death counter. Implement the mode progression based on loop percentage: 0–10% CUBE, 10–25% SHIP, 25–45% WAVE, 45–60% BALL, 60–80% ROBOT, and 80–100% BOSS. Show a temporary uppercase banner when the mode changes, on crash/restart, and when the boss begins. The HUD must be fixed over the canvas: translucent rounded pills in the upper left showing “Level Void Surge,” “Mode” plus the current mode, “%” plus integer progress, and “Deaths” plus count; a top-right “Coins” counter; and a help line reading “Space jump/thrust • Shift gravity (Ball) • R restart • M mute,” with “Click once to enable audio” at the right. Use the same clean system UI styling, purple borders/shadows, and cyan-highlighted key labels. Controls and physics: - Space in CUBE performs a jump only on the ground, with a strong upward velocity; release early should shorten the jump. The cube spins while airborne and resets rotation on landing. - SHIP mode uses continuous vertical physics: holding Space thrusts upward, releasing lets gravity pull downward. Clamp the ship between roughly y=1 and y=9.2. - WAVE mode moves sharply upward while Space is held and sharply downward while released, producing a tight zig-zag flight path between gates; clamp it between about y=1 and y=9.3. - BALL mode uses cube-like gravity physics and Shift flips gravity between floor and ceiling. A flip reverses/softens vertical velocity and lets the ball stick to ceiling-side platforms when inverted. Space affects jump-style vertical movement. Reset gravity when changing modes. - ROBOT mode jumps from the ground with Space and has variable height: tapping gives a short jump, holding Space briefly adds upward force for a higher jump. - During BOSS, the player’s displayed mode rapidly switches among CUBE, WAVE, and SHIP every roughly 2.2 seconds, with a “SWITCH! MODE” banner. - R immediately restarts and M toggles mute. Start Tone.js audio on the first click or keydown to satisfy browser audio policy. Provide a fast electronic pulse around 155 BPM with synth bass, triangle lead, hats, and brief notes on jumps, mode changes, coin pickups, flips, and hits. Generate deterministic-ish chunks ahead of the player and remove objects behind the camera. In the CUBE section, spawn mostly ground spike patterns: one, two, or three red four-sided pyramid spikes, with occasional purple raised platforms and spikes before/after them. In SHIP, spawn tall purple corridor gates with narrow openings and occasional additional upper hazards; the code’s saw hazard can be omitted/disabled, so do not require visible spinning saws. In WAVE, spawn three alternating tight purple vertical gates forming a zig-zag corridor. In BALL, spawn alternating low and high purple platforms in the void, occasional spikes on platform surfaces, and optional nonessential visual hazards. In ROBOT, spawn precision ground spikes, occasional non-lethal dark “fake” spikes, moving purple platforms over gaps, and occasional aerial hazards. In BOSS, keep the road mostly open with occasional floor spikes while the boss attacks. Place collectible gold glowing torus coins throughout the chunks, including reachable coins over platforms, in the air during flying sections, and occasional bait coins above spike patterns. Coins rotate, can be collected by proximity, increase the HUD coin count, and reset to zero on death. Avoid spawning coins inside lethal spikes. Use simple 2D AABB collision checks for the player versus lethal obstacles and circular distance checks for coins/projectiles. Platforms are non-lethal and support CUBE, ROBOT, and BALL; in inverted BALL gravity, land/stick to their underside. Any collision with a lethal spike, gate, or boss projectile causes a bright flash, crash sound, death increment, reset, and brief “CRASH” banner. For the boss, at 80% create a floating Void Guardian near the right side: a rotating low-poly purple icosahedron body with a bright blue spherical core, gently bobbing vertically. It fires attacks at intervals of about 0.55 seconds: rows of small purple beam orbs, grouped red wave projectiles with varied vertical velocities, or blue meteor-like projectiles falling diagonally from above. Make attacks faster/more numerous from 90% onward. At 95%, trigger a “BLACKOUT” banner and dim ambient/key lighting and the road, increase bloom and emissive outline intensity, and show a cyan wireframe outline around the player while keeping emissive obstacle outlines visible. At 100% there is no permanent victory screen; continue looping the level’s progress and clean up the boss when the loop returns to the early sections. Use low-poly meshes, flat dark materials with emissive colors, standard/directional/point lighting, exponential fog, and UnrealBloom-style postprocessing so the cube, platforms, spikes, gates, coins, lightning, boss, and projectiles visibly glow against the purple-black background. Keep all gameplay readable and uncluttered, with no menus or extra invented systems.