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Arcade › Volt Rider
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Create a responsive browser arcade game titled “Volt Rider,” implemented as a single-screen 2D side-scrolling e-bike run. Use an HTML canvas filling the viewport, with a dark navy system-font HUD and modal panels layered above it. The camera is fixed side-on: the rider stays near the lower-left/middle of the screen while the road, scenery, obstacles, and collectibles move from right to left to simulate forward travel. Visuals: Paint the background with a vertical gradient: bright sky blue at the top, pale mint near the horizon, a dark blue-gray road beginning around 72% of the viewport height, and a lighter road edge line. Add a dashed center/road marking around 86% height, scrolling horizontally. Include subtle translucent green trees/bushes in the background that drift more slowly than the road for parallax. The bike is drawn in clean geometric canvas shapes: two dark outlined wheels, a bright teal frame, cyan seat/light detail, dark handlebars, a small peach face, and a red helmet/hair accent. The art should be minimalist, neon-accented, and readable against the muted landscape. Core run: On starting a ride, place the bike around 27% of the screen width and near 68% of the screen height. The rider automatically moves forward. Track distance in meters, battery percentage, total banked money, and cash earned in the current run. Base top speed is 145, with motor upgrades adding 18 to top speed per level. Acceleration smoothly approaches the target speed; without boosting, speed gradually decays but never below 80. Distance increases proportionally to speed, and the world scrolls according to speed. Award a small passive amount of run cash based on travel speed, and award0 when a coin is collected. Controls: Arrow Left/Right or A/D steer the bike horizontally, moving it at roughly 240 pixels per second and clamping it between 70 pixels from the left edge and 72% of the viewport width. Holding Space activates BOOST (also provide a touch BOOST button), raising target speed to 1.35 times the normal top speed while consuming battery much faster. Battery starts at 100%, or 100 plus 25 percentage points per battery-upgrade level; drain it during normal riding and much faster while boosting, never displaying below zero. Include keyboard P and a top-right Pause button that toggles between Pause and Resume; paused gameplay stops updating. Hazards and pickups: Spawn hazards from the right at intervals that become somewhat shorter at higher speed, with randomness. Hazards sit on the road and are either orange traffic cones with a yellow stripe or dark oval potholes. Move them left at the current speed. Spawn gold circular coins at varied heights between about 48% and 68% of the viewport height, moving left, with a simple spinning animation. Collect a coin when the bike is within about 30 pixels of it, remove it, and add0 to current-run cash. The bike has a collision rectangle; hitting a cone ends the run immediately. Hitting a pothole also ends the run, except when the tires upgrade is level 2 or higher: then remove/skip that pothole, briefly reduce speed, and show a subtle white impact/shake effect. Keep obstacles and coins culled after they leave the screen. HUD: At the upper left show three rounded dark translucent pills: a lightning icon and battery percentage, a money icon and dollar amount (banked money plus current-run cash while riding), and a location pin with whole-number distance in meters. Put a rounded dark Pause button at the upper right. On narrow/mobile screens show touch controls along the bottom: separate left and right arrow buttons on the lower left and a bright cyan BOOST button on the lower right. Hide these touch controls on wider desktop screens. Make controls touch-friendly with press-and-hold behavior. Screens and progression: Initially show a centered dark navy modal over a dimmed game view with rounded corners, the cyan title “VOLT RIDER,” the description “Ride your e-bike as far as you can. Dodge hazards, grab cash, then spend it on upgrades before the next run.”, a mint “Start ride” button, and the hint “Arrow keys / A D steer · Space boosts · Mobile buttons work too.” Starting resets distance, speed, current-run cash, world position, obstacles, and coins while preserving upgrade levels and banked money. When a collision occurs, show a centered modal titled “Bike needs a charge,” report the distance reached, and provide an “Open garage” button. The garage/shop is a centered dark panel titled “Garage stop,” showing run distance and cash bank, with a two-column upgrade grid and a “Ride again” button. Persist three upgrade tracks across runs: “Bigger battery” (+25% starting charge), “Motor tune” (+12% top speed), and “Grip tires” (less wobble from potholes). Each has levels 0/4, prices calculated as base price times (level + 1), with base prices $60, $80, and $55 respectively. Display a disabled MAXED button at level 4 or when unaffordable; otherwise show the purchase price and let the player buy upgrades with current banked money. Keep the dark navy, cyan, mint, yellow, and coral visual theme and responsive modal styling from the game shown.”More free browser games