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Arcade › +1 Jump Sim
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Hamraz built it with Cinevva, so it works on a phone or a tablet too.
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+1 Jump Sim was built by Hamraz 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 +1 Jump Sim 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 browser-based third-person 3D vertical obby/jump simulator titled "+1 Jump Sim", using a bright, playful Roblox-like presentation. Show a blocky human adventurer avatar from behind in a large blue-sky environment with soft fog, clouds, shadows, and a fixed follow camera. The avatar is a custom cuboid character with a blue/gray torso, tan head and arms, green legs, dark face detail, and a red cap; animate simple arm/leg swinging while walking and a different airborne pose while jumping. The camera should orbit around the player by dragging the mouse (or touch dragging), with a smooth follow distance of about 8 units, and movement should be relative to the camera. Support WASD and arrow keys for movement, Space for jumping, and on touch devices show a prominent orange JUMP button. Build a rising route of exactly 10 floating platforms/islands extending upward and generally forward through the sky. Use grass-green tops with brown dirt bases on larger islands, cyan/blue checkpoint pads or tops on checkpoint islands, and a yellow/gold final platform. Arrange them as follows, with coordinates or equivalent spacing: a 7x7 starting island at height 0; a 3x3 warmup step at height 1.45; a 4x4 checkpoint island at height 3.15; a 3x3 gate ledge at height 5.25; a 4x4 checkpoint/coin island at height 7.8; a narrow 3x2 bridge at height 10.75; a 5x4 checkpoint sky-garden island at height 14; a 3x3 gate ledge at height 17.6; a 5x5 reward checkpoint island at height 21.55; and a 6x6 final checkpoint platform at height 26.2. Make the platforms visibly floating and separated by gaps requiring jumps. Add a faint white line/path connecting platform centers. The central progression mechanic is that the player begins with Jump Power 1. Pressing jump while grounded launches with a base vertical impulse that grows with jump power. Each jump that starts in the air and successfully lands on a platform awards exactly +1 Jump Power; display a large temporary "+1 Jump Power!" message. Use gravity and limited air control, and require landing on higher platforms through increasingly tall gaps. If the player falls well below the last checkpoint, respawn them at that checkpoint without removing jump power. Save checkpoints when landing on checkpoint islands, with a brief "Checkpoint saved" message. The gate ledges should contain two decorative gates and show a message when approached such as "Gate cleared: power 5" or "Gate cleared: power 16"; the displayed power requirements are progression feedback, not a hard collision lock. Place exactly 18 collectible spinning gold coins along the route, two around most non-start platforms; coins float slightly, disappear when collected, and increment the coin counter. Place simple decorative bushes/grass on several islands. Put a rotating, gently bobbing trophy on the final platform; touching it wins the game and displays "FINISH! You climbed the tower!". Do not add enemies or combat. Falling is normally recoverable through checkpoint respawn. Include an optional timer mode controlled by a HUD button: initially show Timer: OFF; clicking enables a 150-second countdown, changes the button to "Disable timer mode", and if it reaches zero freezes gameplay as lost with a "Time up! Toggle timer off to keep climbing." message. Toggling timer mode resets the timer to 150 seconds and clears the lost state. Winning and timer loss should stop player movement. Overlay a prominent fixed HUD with dark translucent rounded pill panels at the upper left: title "+1 JUMP SIM", "Jump Power: 1", "Coins: 0 / 18", "Height: 0m" (height should reflect the player's vertical position, converting the displayed value from the world height), "Timer: OFF", and the timer toggle button. Use bold white text, subtle borders, shadows, and a colorful orange/yellow title/button treatment. Show temporary large centered messages for the start title, jump-power gains, coin pickups, checkpoints, gate notices, win, and timer loss. At the bottom-left show a translucent help panel reading essentially: "Roblox-style obby controls: WASD / arrows move • drag to orbit • Space or JUMP button jumps. Every landed jump gives +1 jump power. Fall off and you respawn at your last checkpoint." Use 3D model-like platform tiles, coin, gate, trophy, spawn pad, bush, and grass decorations where available, with a clean low-poly game-art style, bright cyan sky, soft shadows, and no menus beyond the HUD and optional mobile jump button.