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Arcade › Blocky Plumber Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Blocky Plumber Run yet. Play it, then tell Oleg Sidorkin what you would add next.
Blocky Plumber Run was built by Oleg Sidorkin 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 Plumber Run 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 Three.js-style 3D side-scrolling platformer titled “Blocky Plumber Run.” Use a side-view perspective camera that follows the player from behind and slightly above: the player runs along the X axis in a narrow lane locked near z=0, with a perspective camera offset roughly (-10.5, 7, 18.5) looking ahead toward the player and level. Make it a clean, bright toy-block aesthetic with simple box geometry, soft shadows, a blue-to-dark gradient sky dome, stars, dark blue low-poly mountains, and white clouds that move with subtle parallax. Player: a chunky red-orange rectangular plumber avatar about 1.4 wide, 1.8 high, and 2.4 deep, with a red block hat, a small peach face block protruding from one side, and squash/stretch motion effects. Start at the far left around x=0 above the first platform. Apply gravity, solid axis-aligned collision, coyote-time jumping, and horizontal movement. Controls: A/D or Left/Right arrows move; Space (also Up/W) jumps; hold Down/S to crouch/squeeze to half height; holding crouch while moving fast on the ground creates a short slide; Shift performs a short horizontal dash with a 0.18 second burst and about 0.9 second cooldown; R restarts; T rescues the player to the last safe surface position; P takes a screenshot. Include simple touch buttons for left, jump, and right on coarse-pointer devices. Level: build one short linear level made of green grass-topped brown dirt block platforms, with orange-brown brick platforms in elevated sections and gaps between sections. Layout approximately: a starting platform centered x=0, width 30, at y=-2; another centered x=28 width 18; a platform centered x=52 width 16; brick steps/platforms centered x=68 width 10 at y=1 and x=82 width 12 at y=4; a long platform centered x=98 width 22; elevated brick platforms centered x=118 width 10 at y=1, x=132 width 10 at y=3, and x=148 width 10 at y=1; then a long ground run centered x=170 width 40 and a final platform centered x=214 width 22. Add a large flag goal around x=230 on the final stretch: a pale pole with a white rectangular flag, and a generous invisible trigger around its base. The goal must remain locked until the final boss is defeated. Add optional secret risk/reward cave route below the main route: a brick cave floor centered around x=112, y=-12, width 26, plus split brick ceiling sections around y=-6.2 with a gap; a surface return pad around x=118, y=-2; and springs that launch the player upward. Include surface bounce pads around x=40, x=112, and x=160, plus two deep-cave bounce pads around x=112 and x=104 at y=-9. Springs should visibly be made from a dark cylindrical base and bright lime-green coil, and launch the player much higher when in the cave so the route can return to the surface. Collectibles: place rotating gold torus coins in visible lines at approximately (6,3), (9,3), (12,3); (34,3), (36.5,4.5), (39,6); (58,3), (60.5,3), (63,3); (70,5), (72,5); (84,8), (87,8), (90,8); elevated-section coins at (120,4.7), (134,7), and (148,4.7); and a final line at (176,3), (179,3), (182,3), (185,3). Put ten additional cave coins from x=104 through x=122 at y=-8.5. Collecting a coin hides it, emits a small gold particle burst, plays a short synth sound, increases score, and raises a combo multiplier up to x8 if coins are collected within about two seconds of one another. Reset the combo when its timer expires or a spring is used. Enemies: use simple brown block “goomba” enemies that patrol within their own platforms and reverse direction at bounds. Place regular enemies around x=56 (patrol 45–59), x=102 (88–108), and x=184 (152–188). If the player contacts an enemy from the side, enter a lose/game-over state; if falling onto it from above, defeat it, bounce the player upward, emit particles, and add combo points. At the end, place a large dark-purple rectangular boss around x=214 on the final platform, patrolling approximately x=205–223. The boss requires three successful stomps; each stomp bounces the player and flashes the boss, and after the third it disappears in a large particle burst. Side contact loses. Only after the boss disappears may touching the flag trigger the win state. Game states: play, win, and lose. Falling below approximately y=-20 causes “You fell!” game over. Show a centered dark translucent overlay on win or loss; win text should show score, run time, best time, and “Press R to restart,” while loss shows the reason and restart instruction. Save the best completion time in local storage. Record the last round’s player x/y positions and replay it as a semi-transparent cyan ghost character (matching the player body, hat, and face) during the next run; hide the ghost near the beginning or when it falls too far behind. Include a rescue mechanic that returns the player to the last safe non-cave ground position and clears velocity. HUD: place clean white text in the upper-left over the game. Show the title “Blocky Plumber Run,” “Score: 0” and a running “Time: 0.0,” then a small control hint reading “A/D or ◀ ▶ move · Space jump · ↓ crouch · Shift dash · T rescue · R restart · P screenshot.” Show “Dash: Ready” or the remaining cooldown, “Combo: x1,” and “Best: --” or the saved best time. Add a temporary rounded shout/callout badge for events such as “BONK!”, “NYOOOM,” “WHEEEE,” “sneaky mode,” and “COIN GREMLIN MODE.” Include idle antics: after standing still, gently animate breathing and occasionally tip the hat. Add head-bonk feedback with particles and a sound when hitting an underside. Use simple synthesized triangle/metal sounds for jumping, coins, dashing, stomping, impacts, falling, and a three-note win jingle. Keep the overall presentation faithful to a colorful block-built platform game with no extra weapons or alternate levels.