Arcade › Block Party Obby
Run, jump, and sprint across floating block platforms, dodge moving crate hazards, grab coins, and race the timer to the finish pad. Open the admin menu to fly, change size, go rainbow, boost speed, add time, or teleport ahead.
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Block Party Obby was built by NovaGT 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 Block Party Obby 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 first-person 3D obstacle-course game titled "Block Party Obby". The player starts in a small floating lobby and presses a prominent green "Start Obby" button (or Enter/Space) to begin a 120-second timed run. The goal is to traverse a linear route of separated floating square platforms, collect haunted coins, activate checkpoints, and stand on the green finish pad before time reaches zero. If the player falls below the course or touches a moving red crate hazard, respawn them at the latest activated checkpoint; touching the finish pad wins, while the timer reaching zero loses. Provide a Play Again button after win/loss. Use a blocky, Roblox-inspired low-poly aesthetic with Kenney/KayKit-style assets. The world is a dark spooky moonlit scene: deep navy background and fog, cool blue moon lighting, colored floating platform blocks, glowing candles, orange jack-o-lanterns, gravestones, skull decorations, and purple-glowing coin sprites accompanied by floating skull models. The lobby has a dark purple floor, a purple gate platform, candles and spooky props. Use a blocky animated character asset with idle, walk, and sprint animations; colorize the character in a blue-toned default appearance. The actual play view is first-person, with the camera at the player's eye height, while the character model may exist for animation/scene representation but should not obstruct the first-person view. Build the course as this exact progression, rising gradually forward along the Z axis: lobby around (0, 0, -5.5), then platforms centered approximately at (0, 0.45, 2.5), (3.4, 1.0, 7.0), (-2.2, 1.35, 11.4), (1.8, 1.75, 16.5), (0, 2.25, 22.0), (-3.8, 2.75, 27.0), (2.8, 3.05, 32.5), and a larger green finish platform at (0, 3.45, 38.5). Platforms are roughly 2.5–4 units wide/deep and separated so jumping and steering are required. Place green checkpoint pads at the lobby/start, around the platform at z=11.4, around z=22, and around z=32.5; show the current checkpoint as CP 0 through CP 3. Add four moving red crate hazards: a crate sliding side-to-side across the platform near (3.4, 1.0, 7.0), a spinning horizontal sweeper on the platform near (1.8, 1.75, 16.5), a crate sliding back and forth along Z on the platform near (0, 2.25, 22.0), and a spinning side-to-side crate on the platform near (2.8, 3.05, 32.5). Make their movement continuously oscillate, and make collision with them respawn the player unless Invincible admin mode is enabled. Place exactly 10 collectible coins: one in the lobby, one on/near each major route platform, two around the z=22 platform, one around z=27, one around z=32.5, and one at the finish. Render each as a bobbing, rotating gold coin sprite with purple glow and a small floating skull decoration/light. On collection, hide it and increment the HUD counter from 0/10 through 10/10. Controls: WASD or arrow keys move relative to the camera; mouse pointer lock or click-drag rotates the first-person view; Space jumps; Shift sprints. Use physics with gravity, platform landing, and a substantial jump. Support mobile touch controls with a translucent circular joystick at bottom-left and large circular RUN and JUMP buttons at bottom-right. On mobile, dragging the joystick steers/moves and holding RUN sprints; the right side also has camera-look support by dragging the view. The game should feel responsive and arcade-like. HUD: At the top, show a dark translucent rounded panel with white bold text and icons for a countdown timer starting at 120s, coin count (0/10), and checkpoint (CP 0). On desktop show a tips panel explaining mouse look, WASD/arrows, Space, and Shift. Centered start messaging should read "Block Party Obby" and explain reaching the green finish before time runs out and that hazards/falling respawn at the latest checkpoint. Use large rounded, high-contrast buttons with green for Start Obby, yellow for general actions, and blue/colored styling for admin controls. Include an "Admin" button that opens a local-only admin menu. The menu must provide toggles/buttons for Fly (ON/OFF), Speed Boost (ON/OFF), Invincible (ON/OFF), a cycling Size button plus a 0.4x–2.5x size slider, Rainbow Character, Stop Rainbow, +1 Minute, Collect All Coins, and Teleport To Finish. Fly lets the player move vertically with jump and descend with C or Control; Speed Boost raises movement speed; Invincible prevents hazard/fall respawns; size changes the player and eye height; Rainbow continuously cycles the character colors; +1 Minute adds 60 seconds; Collect All Coins sets the coin counter to the total and hides all coins; Teleport To Finish moves the player to the finish and starts play if still at the ready phase. Keep the timer active during play and retain the HUD updates as these powers are used. Use rounded translucent dark panels, bright button colors, strong shadows, and bold white/blue-shadowed title typography consistent with the shown mobile-friendly presentation.