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Ability Trail

  • 3d
  • platformer
  • side-view
  • ability-progression
  • arcade
  • mobile-friendly
0
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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. Braylen Varner built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ability Trail yet. Play it, then tell Braylen Varner what you would add next.

Make your own game

Ability Trail was built by Braylen Varner 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 Ability Trail 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 Ability Trail

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 single-level 3D side-view platformer called “Ability Trail.” Use a fixed side-on perspective with a slight perspective angle: the player travels primarily left-to-right along a long linear obstacle course, while the camera smoothly follows the player horizontally and vertically. Render a bright stylized low-poly scene in Three.js: sky-blue background with pale atmospheric fog, distant rounded blue hills, green ground, and chunky floating rectangular stone platforms with soft shadows. The player is a simple white blocky humanoid/cube character about 1.8 units wide and 3 units tall, with a smaller rotating cyan-blue glowing core embedded in its center; show a soft circular shadow beneath it. Platforms should be solid axis-aligned boxes with these course positions and sizes (x, y, width): starting green platform (-8,-2,22), then stone platforms (18,0,7), (31,3,7), (43,7,8), (56,11,9), (69,5,9), (86,5,10), (104,8,11), (120,13,10), (138,21,11), (157,17,11), (176,12,14), then green/stone end sections (195,16,18), (214,21,11), (230,26,12), and a broad final green platform (242,0,46). Include large gaps and height changes so jumping, double jumping, dashing, and gliding are traversal abilities.

The run starts with the player near x=2, y=4 and requires moving right. Basic movement uses A/D or Left/Right, with acceleration toward a maximum horizontal speed of about 12; jumping uses W, Up, or Space and has strong vertical impulse. Add coyote time and jump buffering. The first ability pickup is a floating green glowing octahedral relic surrounded by a white ring at x=47, y=11.8, above a high platform. When collected, unlock “Double Jump,” allowing one additional air jump, and display the message “Jump Boots unlocked — jump once more in the air.” Place a glowing gold rotating checkpoint at x=6, y=0 before it.

Place the second floating orange/red glowing octahedral relic at x=109.5, y=12.8; collecting it unlocks “Dash” and displays “Dash Core unlocked — tap Shift or DASH to burst forward.” Dash is activated with Shift or X, or the mobile DASH button, bursts forward in the facing direction at about 30 horizontal speed for roughly 0.18 seconds, has a short cooldown, and is needed to clear the long mid-course gap. Add a checkpoint around x=73, y=7 after the first section. Place the third cyan/blue glowing octahedral relic at x=181, y=16.8; collecting it unlocks “Glide” and displays “Glide Wing unlocked — hold jump while falling to float.” While falling, holding the jump key should reduce gravity substantially, allowing the player to cross the long descending late section. Add checkpoints around x=144,y=23 and x=246,y=2. Checkpoints should activate when approached, turn from gold to glowing green, save the player’s respawn position, and show “Checkpoint saved.”

Continue the platform route toward a final beacon goal: at the far end around x=238, place a beacon with a light base and a tall glowing pale-yellow rotating cylinder, floating/animating gently. Reaching it ends the run, sets a win state, slows the player, shows “Beacon reached. Every power mattered — press R to run it again.” and a centered translucent victory banner reading “Beacon reached” with “You chained every ability together. Hit R to run it again.” Press R to reset all abilities, relics, checkpoints, counters, deaths, distance, and player position.

If the player falls below y=-18, count a fall/death and respawn at the latest checkpoint (initial respawn near x=2,y=4), clearing velocity. Track and display distance in meters, collected relics out of 3, checkpoint count, and falls. The HUD must be a fixed translucent dark navy glass panel in the upper-left with rounded corners, white title “ABILITY TRAIL,” a status/instruction message, three pill-shaped ability chips labeled “Double Jump,” “Dash,” and “Glide” that are muted while locked and become bright green/cyan with checkmarks when unlocked, plus stats “Distance: …m,” “Relics: …/3,” “Checkpoints: …,” and “Falls: …”. Use the initial message “Move right, jump the early gaps, and collect new powers to reach the beacon.” Show contextual sign messages near x=3 (“Start: move right. The first relic teaches double jump.”), x=84 (“That gap is too long unless you dash.”), and x=171 (“The wing keeps you aloft — hold jump as you fall.”), and show short centered toast notifications for pickups, dashes, double jumps, checkpoints, and course completion.

Support mobile touch controls overlaid at the bottom: dark translucent rounded buttons for left arrow, right arrow, JUMP, and DASH. Holding left/right moves; pressing/holding JUMP jumps, and holding it during descent glides after unlocking. Keyboard hint should read: “Keyboard: A/D or ←/→ move, Space/W jump, Shift/X dash, hold jump to glide.” Use responsive layout for desktop and mobile, prevent the touch controls from blocking the game canvas except where used, and maintain the HUD’s clean dark-blue glass aesthetic. There are no enemies, combat, health, weapons, timer, or multiple levels; the challenge is traversal, falls, ability collection, checkpoint respawning, and reaching the beacon.

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