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Blocky Obby

  • 3d
  • platformer
  • obby
  • obstacle-course
  • arcade
  • mobile
0
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5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. micahwb27 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Blocky Obby yet. Play it, then tell micahwb27 what you would add next.

Make your own game

Blocky Obby was built by micahwb27 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 Blocky 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.

Read the build brief for Blocky Obby

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 browser-based 3D obstacle-course platformer titled "Blocky Obby". Use a bright sky-blue background with light fog, soft white cloud clusters floating far below the course, and a warm pale sun in the distance. Render a chunky toy-like world with simple lit box geometry, soft shadows, colorful platforms, and a third-person camera positioned above and behind the player, smoothly following them and looking toward the route ahead.

The player is a blocky humanoid made from separate cuboids: a blue rectangular torso, tan cube head, tan rectangular arms, and dark nearly black rectangular legs. Start the player on a large blue 10x10 floating platform at approximately the origin. The avatar should have gravity, horizontal movement speed, jumping, falling, landing on top of platforms, and a small walking limb animation; rotate the avatar toward the direction of movement. Use a jump impulse strong enough to clear the gaps between platforms.

Build one fixed, ascending obstacle route that extends generally forward into the distance (negative Z), with some lateral offsets and elevated sections:
- Start area: large blue platform, with a green checkpoint pad and white pole carrying a yellow flag at stage 1. Place a rotating gold coin near the start.
- Early jumps: a pink platform around z=-12, a yellow platform offset right around x=6,z=-18, and a light-blue platform offset left around x=-6,z=-24. Put gold coins on the yellow and light-blue platforms. Add a green checkpoint pad with pole and yellow flag on the light-blue platform for stage 2.
- Lava section: around z=-33, create a broad white platform with several red/pink emissive lava-like rectangular hazard blocks across it. The hazard blocks move side-to-side along X and damage/reset the player on contact. Put a stage 3 green checkpoint pad and flag toward the right side of this area.
- Moving-platform climb: add purple rectangular platforms around z=-43, -50, and -58, rising in Y. The first and third move back and forth along X; the middle moves along Z. Put a coin above/near the highest moving platform and a stage 4 checkpoint there.
- Final staircase: create elevated fixed platforms stepping diagonally to the right and farther forward: purple around (12,8.5,-70), light green around (18,10,-76), orange around (24,11.8,-82), and cyan around (30,13.7,-88). Put coins on the green and cyan platforms and a stage 5 checkpoint with pole and flag on the last one.
- Finish: beyond the last checkpoint, create a large green 9x9 finish platform around (30,15.6,-100), with a translucent pale-green glowing circular marker hovering just above it. Reaching this pad wins the run.

Use collision/landing logic for the rectangular platforms: the player can land when falling and horizontally overlaps a platform, but gaps cause the player to fall. Falling below the world or touching any moving red hazard respawns the avatar at the latest activated checkpoint, resets velocity, and produces a brief cyan/white block particle burst. Checkpoint pads activate only when reached in order; when activated, update the spawn point to that checkpoint and visually change its flag from yellow to blue. Coins are collectible once per run, rotate and bob gently, increment the current run's coin count, disappear, and produce a small gold particle burst. The finish pad ends the run and reports the collected coin total. Preserve the best stage in browser local storage; the HUD's Best value should update as checkpoints are reached and persist between browser sessions.

Add a fixed HTML HUD over the canvas. In the upper-left, show a dark translucent rounded panel with three stats labeled COINS, STAGE, and BEST, initially 0, 1, and the saved best value. Also show a dark translucent instructional panel near the top explaining: reach checkpoints, dodge lava, jump across moving platforms; desktop uses WASD/arrows plus Space, mobile uses the pad and Jump. Before play, display a centered dark translucent rounded modal titled "Blocky Obby", with the description about a blocky obstacle course with toy-like 3D platforms, coins, checkpoints, lava, and a finish pad floating in the sky, plus Play and Respawn buttons. Play hides the modal and starts/restarts from the current checkpoint. Respawn returns to the current checkpoint. On completion, show the modal again with a message such as "You finished the obby with N coins. Hit play to run it again."

Support desktop keyboard controls: W/A/S/D and arrow keys move forward/back/left/right, Space jumps, and Enter starts from the title screen. Support mobile/touch controls with a translucent three-by-three directional pad at the lower left (up, left, right, down arrow buttons) and a large circular orange/yellow Jump button at the lower right. Make controls responsive and overlayed on the 3D view. Include smooth camera follow, shadows, fog, animated drifting clouds, rotating/bobbing coins, moving platforms, hazard motion, checkpoint visual states, and simple square particle bursts, while retaining a clean colorful block-built aesthetic.

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