Arcade › X Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Otis Peers built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about X Dash yet. Play it, then tell Otis Peers what you would add next.
X Dash was built by Otis Peers 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 X 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 portrait/landscape-responsive 2D endless runner called “X Dash” using a full-screen HTML canvas with a fixed HUD overlay. The camera is a straight-on, centered view down a three-lane city road; the player stays near the lower center while hazards and collectibles move downward toward them to imply forward motion. Use a dusk gradient sky that transitions from muted purple at the top through dusty pink to peach near the horizon. Add a dark silhouetted skyline across the horizon with blocky buildings and small warm cream windows. The roadway begins around 55% of the screen height: use a very dark outer road and a slightly lighter central road, with three lanes divided by vertical dashed pale-pink lines. Add decorative neon-style rounded billboards in the background reading “KEEP MOVING” in pink on the left and “COLLECT JOY” in yellow on the right. The playable character is a cute pink plush runner centered in one of three lanes. Draw it as a rounded pink body with two large floppy/oval ears, a lighter circular face, tiny dark oval mouth, and dark X-shaped eyes. Include a soft dark oval shadow beneath it; the shadow becomes smaller/less grounded when the character jumps. The runner automatically moves forward. Horizontal controls switch the target lane between left, center, and right, with smooth interpolation rather than instantaneous teleporting. Keyboard controls: Left Arrow or A moves one lane left, Right Arrow or D moves one lane right, and Up Arrow, W, or Space jumps. On touch/mobile, provide visible bottom controls with left, right, and up arrow buttons; hide those controls on wider desktop screens. Lane movement cannot go beyond the three lanes. Continuously spawn objects at the top of the screen in random lanes. Most spawns are collectible pink glowing five-point stars; collecting one adds 75 score, restores 8 points to the boss-distance meter (capped at 100), removes the star, and emits pink particles. The other spawns are either a pink obstacle barrier or an orange crate, both outlined dark and marked with a dark X or exclamation mark. Obstacles move toward the runner with increasing speed. If the runner overlaps an obstacle while not jumping high enough, end the run with a brief shake and red/pink particle burst. If the runner jumps over an obstacle, award 25 points and remove it with a gold particle burst. The jump is a short physics arc: launch upward, fall under gravity, and only allow a new jump while grounded. The runner should visibly rise above the road and its shadow should remain below. Award passive score continuously at 10 points per second and gradually increase the forward speed over time. Begin spawning shortly after a run starts, with spawn intervals that become somewhat faster over time but have a lower bound. Objects that pass below the screen are discarded. After roughly three seconds, activate a pursuing giant plush boss. Show the boss behind/near the runner in the lower roadway: it should be a larger dark pink plush silhouette/body with floppy ears, a lighter face, and X-shaped eyes. Its apparent position/opacity should intensify as the boss gets closer. Display a boss meter in the top HUD as six block characters, initially full; the boss-distance value steadily decreases while active. Collecting stars pushes the boss back. If the boss catches the runner, end the run, shake the screen, burst gold particles, and show the run-ended overlay. HUD styling: fixed top bar with dark translucent rounded pills, bold uppercase white text, and subtle shadow. Left pill says “X DASH”; right pill shows “SCORE [current integer] · BEST [best integer]”; include a yellow “BOSS [six-block meter]” pill. Persist the best score in local storage and update it at the end of each run. Initially show a centered dark translucent instruction card with a thick pink rounded border and shadow: title “X DASH”, copy explaining “Guide the plush runner through the city. Switch lanes, leap barriers, and grab pink stars, and keep the giant plush boss behind you.”, and a large pink “START RUN” button. Hide the card once play begins. On game over, reuse the card with title “RUN ENDED”, text showing the score and encouragement to dodge longer, collect more, and beat the best, and a “RUN AGAIN” button. Use a cohesive soft neon/plush palette: #75526f/#d58698/#f4c1a7 sky, #34283b skyline, #24202b/#3a3241 road, #f4b5d7 player/stars/markings, #ffd966 highlights, and dark plum outlines. Add simple particle bursts and a subtle horizontal camera shake on collisions/capture. Keep the game visually clean, arcade-like, and entirely focused on the endless three-lane dodge/collect loop.