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Arcade › Wheelie Run 2D

Wheelie Run 2D

  • 3d
  • arcade
  • endless-runner
  • balancing
  • wheelie
  • mobile
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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. COLE SUMMITT built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Wheelie Run 2D was built by COLE SUMMITT 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 Wheelie Run 2D 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 Wheelie Run 2D

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-playable Three.js-style 3D arcade game titled “Wheelie Run.” Use a third-person chase camera positioned behind and slightly above a BMX rider, looking forward down a long straight desert highway. The camera should smoothly follow the rider as the rider travels forward (world objects move toward/behind the camera), with a perspective view and warm orange atmospheric fog. Render a stylized low-poly scene with soft shadows: an expansive orange/tan desert ground, a dark brown-gray rectangular highway about 11 units wide, regularly spaced pale yellow center lane dashes, and pale segmented edge markings on both sides. The sky/background is a flat sunset-orange color.

The player is a simple low-poly BMX rider viewed from behind: a dark metal BMX with two torus-shaped wheels, a simple horizontal frame and handlebar, a blue shirt/body, skin-colored spherical head and arms, and a yellow helmet. Keep the bicycle in a wheelie posture, with the bike tilted slightly back. The rider starts near the center of the road and automatically moves forward at speed 6.5. The rider can steer laterally only through balancing input: holding the left or right control changes a lean value, moves the rider subtly sideways, and rotates the rider to visually lean. Include gentle automatic sway. Clamp the rider’s lateral position to roughly the road’s center region, and crash if the rider leans too far (absolute lean above about 1.37) or leaves the safe road bounds (roughly x ±4).

The core goal is to keep the front wheel up and maintain a controlled wheelie for as long as possible while traveling down the highway. Holding the left/right buttons adjusts the wheelie balance; releasing them lets the lean gradually damp toward center. Award wheelie time and score continuously while the absolute lean remains below about 0.78; begin with SCORE: 15. The game should end immediately on a crash and show a centered translucent dark overlay with a cream card reading “WHEELIE WIPEOUT,” a final line showing the score and wheelie time in seconds, and a “RIDE AGAIN” button. Also provide a smaller “RESTART” button at bottom-right when crashed, and allow the R key to restart.

Place static hazards and pickups along the highway at the following approximate x/z positions relative to the starting player: orange-red block/cone-like obstacles at (-2.6,-17), (2.5,-29), (-1.9,-44), (2.4,-66), (-2.6,-88), and (1.9,-113). A collision occurs if the player is within about 1.2 units longitudinally and 0.85 units laterally of an obstacle. Place spinning gold torus coins hovering above the road at (-2,-9), (2,-14), (0,-22), (-2,-37), (2,-50), (0,-62), (-2,-74), (2,-91), (0,-105), (-2,-119), and (2,-135). When collected, hide the coin, add 5 to the coin currency and 25 to score. Start the HUD currency at 2356 and display it with a coin icon. Place glowing green octahedron speed upgrades at (0,-31), (0,-83), and (0,-128). When collected, hide it, increase speed by 1.5, and briefly show an “⚡ UPGRADE SPEED” notification near the top center.

Decorate the roadside with parked low-poly cars alternating on the left and right, using simple sedan/taxi-like models, around x/z positions (-9,-11), (8,-24), (-8,-41), (8,-58), (-8,-78), (8,-96), and (-8,-122), rotated to face along/across the highway as appropriate. Add a pair of highway signs around z=-34 on the two shoulders and about 18 simple low-poly onlookers alternating along both road edges from roughly z=-6 onward. Onlookers should have colorful cylinder bodies and small skin-colored spherical heads, with subtle idle rotation/sway. These are scenery only and do not affect gameplay.

Add a fixed HUD over the 3D view. At the upper left show a dark translucent rounded panel reading “SCORE: [value]”; in the upper center/right show a panel labeled “WHEELIE BALANCE” with a horizontal meter, where the fill communicates lean from red at the extremes through yellow to green near the stable center, and below it a second meter labeled “CHECKERED FINISH” showing progress starting around 8 percent and increasing with traveled distance (even though the visible road continues into fog). At upper right show “🪙 2356” and the changing currency. Near the top center show the instruction “HOLD ◀ / ▶ TO KEEP THE FRONT WHEEL UP.” Put two large circular touch buttons at bottom-left labeled ◀ and ▶ with dark translucent fills, cream borders, and press-and-hold behavior. Also support keyboard ArrowLeft/ArrowRight and A/D. Use bold white HUD text with warm shadowing, rounded translucent panels, and an orange/cream arcade color palette. Make it responsive for desktop and mobile, with touch input preventing page scrolling.

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