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Blocky Obby

  • 3d
  • platformer
  • obby
  • parkour
  • third-person
  • arcade
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. mjshehadi54 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 mjshehadi54 what you would add next.

Make your own game

Blocky Obby was built by mjshehadi54 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 bright, toy-like 3D third-person obstacle-course game titled “Blocky Obby.” The player controls a chunky Kenney-style block character in a sky-blue environment with a pale blue background, light fog, soft shadows, clouds, and colorful floating platforms. Keep the camera behind and above the avatar, with mouse/drag camera look on desktop and touch-friendly controls on mobile.

Core gameplay: run forward through a linear course, jump across separated platforms, avoid hazards and gaps, activate four checkpoints, and touch the finish flag. Use WASD or arrow keys to move, mouse or drag to look, and Space to jump; on mobile provide a virtual joystick and jump button through the runtime controls. The player has normal platform collision, gravity, and jumping. Falling below the course, touching red danger pads, or being hit by rotating sweepers respawns the avatar at the latest activated checkpoint. The HUD Reset button respawns at the current checkpoint, while a full restart returns to the start and clears checkpoint progress.

Build the course along the forward negative-Z direction. Start on a broad green grass island centered at approximately (0, 0, 12), with a yellow circular checkpoint pad/beam at the spawn. Add a short introductory sequence of five small, separated square floating blocks that alternate left and right and gradually rise: yellow near z=3, cyan near x=-3 z=-2, orange near x=3.2 z=-7, purple near x=-2.2 z=-12, and cyan near x=2.1 z=-17. End this section at a broad blue checkpoint island around z=-23, with a glowing checkpoint marker and a directional arrow.

Stage 2, “Spinner Island”: place a large purple-blue island around z=-36. Put two red glowing danger strips across the island and two rotating red horizontal sweepers mounted on dark posts, one near z=-33.6 and one near z=-38.4, rotating in opposite directions with slightly offset phases. Crossing this hazard section leads to a cyan checkpoint island around z=-49.

Stage 3, “Stair Climb”: create four small alternating orange/yellow square steps ascending toward the camera’s forward direction: x=-3.2, y=3.05, z=-57; x=0, y=3.85, z=-63; x=3.2, y=4.65, z=-69; and x=0, y=5.45, z=-74. Finish the climb on a broad green checkpoint island at y≈5.8, z=-78.

Stage 4, “Final Beams”: make the player balance across narrow elevated beams with gaps: a narrow pink beam at x=-2.1, y≈5.8 extending around z=-86, a cyan beam at x=2.1, y≈6.1 around z=-91.5, and a short yellow beam at x=0, y≈6.3 around z=-96.5. End at a broad green finish island around y=6.4, z=-102. Place a visible stylized finish flag near the end, around y=7, z=-98; touching the finish area wins.

Decorate the start and route with a few grass-topped block accents, a small ramp near the start, directional arrow props at the start and before the first checkpoint, and several fluffy white cloud groups high in the sky. Use saturated yellow, cyan, orange, purple, green, pink, and red materials, with emissive glow on checkpoint beams/pads and hazards. Light the scene with a bright hemisphere light and directional sun, enable soft cast/receive shadows, and use a perspective camera with a sky-blue foggy background.

HUD: overlay a translucent white rounded card at the top-left showing the title “Blocky Obby” and the instruction “Run, jump, hit checkpoints, and reach the flag. Desktop: WASD or arrows + mouse. Mobile: joystick + jump button.” At top-right show dark rounded pills for the current stage and checkpoint count, initially “Stage 1 · Sky Blocks” and “Checkpoint 1/4.” At the bottom show a translucent hint card with stage-specific instructions, initially “Tap or click the game, then move forward and jump across the floating blocks.” Include a Reset button. When the flag is reached, show a centered translucent win panel reading “You made it,” explain that the flag is yours, and provide a “Play again” button. Stage labels should progress through “Stage 1 · Sky Blocks,” “Stage 2 · Spinner Island,” “Stage 3 · Stair Climb,” “Stage 4 · Final Beams,” then “Finish · Reach the flag,” and checkpoint activation should visibly change the checkpoint marker from blue/cyan glow to yellow active glow.

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