Arcade › Warrior Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Francesco Morrone built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Warrior Dash yet. Play it, then tell Francesco Morrone what you would add next.
Warrior Dash was built by Francesco Morrone 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 Warrior 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 playable Three.js-style 3D endless lane runner titled "Warrior Dash". Use a third-person perspective camera behind and above the player: start the camera around (0, 6, -10), looking toward the runner and the road ahead, with a perspective field of view around 70 degrees. The player is a front-facing warrior character rendered as a 1.6 by 2.8 textured plane using the supplied asset `assets/Character_reference_sheet_for.jpg`; make the material double-sided and keep the character visible as a flat full-body image. Place the player at the center of a three-lane path, with lane x positions -2.5, 0, and 2.5, at ground level around y=1.2 and z=0. The character should smoothly move toward the selected lane rather than teleporting and have a very subtle vertical running bob while grounded. The core gameplay is an endless forward-running dodge game. The player remains near the camera while obstacles and collectibles move toward them along the z axis. The ground is a broad 30 by 120 green-brown plane extending down the course, with dark rectangular road-speed markers spaced along the center. Surround the course with simple repeated scenery: gray blocky rocks on the left and dark green low-poly cone trees with brown cylindrical trunks on the right. Use a pale sky-blue scene/fog color (fog beginning around 25 units and extending to about 90), directional white lighting plus soft ambient light, and simple Lambert-shaded low-poly geometry. Controls: A or Left Arrow moves one lane left; D or Right Arrow moves one lane right, clamped to the three lanes. Space jumps. Implement jump physics with ground y approximately 1.2, gravity around -25, and an initial upward velocity around 12; while airborne the runner can clear obstacles. Obstacles are spawned ahead around z=45 to 53 and travel toward the player at an initial speed of 12, with speed increasing based on score up to an effective maximum of about 30. Each obstacle occupies a random lane and is a box about 1.8 wide and 1.4 or 2.2 high, with gray short obstacles or brown taller obstacles. Spawn an initial set of four obstacles at varying positions from about z=12 onward; during play spawn another obstacle roughly every 0.65 seconds, sometimes spawning a closely paired second obstacle. Detect a collision when the obstacle is close in x and z and the player's bottom is below the obstacle height; on collision freeze gameplay and show a centered white overlay reading `GAME OVER` and `Press R to restart`. Spawn gold octagonal coin-like cylinders in random lanes, initially two and then occasionally ahead of the player. Coins sit around y=1.1, move toward the player with the obstacles, and rotate as they travel. Collect a coin when it is close in lane and depth, remove it, play a short bright pickup tone, and add 15 points. Avoiding obstacles also continuously increases score at roughly 8 plus 30% of current speed points per second. Display a white `Score: 0` style HUD at the upper-left with a dark text shadow, updating to the integer score. When score exceeds 180, append ` - YOU WIN!` to the score display and slow the movement speed to 6 as a simple celebration state; retain the running scene rather than introducing a separate win screen. Include the bottom-centered instruction text: `A/D or Arrows: change lanes | SPACE: jump | Avoid obstacles!`. Include simple synthesized arcade sounds: a low tone on lane changes, a higher tone on jumping, a bright tone for coins, and a low longer tone on collision; initialize audio after the first click or key press. Pressing R after game over must remove all existing obstacles and coins, reset score, speed, lane, jump state, player position, HUD, and repopulate the initial obstacles and coins. Keep the visual style minimal and low-poly, with the warrior texture as the only detailed character art and simple colored geometric environment objects.