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Arcade › Brick Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jj Perez built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Brick Run yet. Play it, then tell Jj Perez what you would add next.
Brick Run was built by Jj Perez 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 Brick 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 compact third-person 3D obstacle-course platformer titled "Brick Run". Use a bright toy-like Roblox/sandbox aesthetic made from chunky rectangular blocks, with vivid blue, green, white, orange, pink, purple, yellow, and red materials. Render a soft blue sky gradient with light fog, directional sunlight, shadows, and a few simple stylized white puff clouds in the distance. The camera follows behind and above the player, looking toward the avatar; let the player orbit it by dragging/moving the mouse, with a smooth camera that can pitch up and down. Movement is relative to the camera: WASD moves, Shift sprints, Space jumps, and allow one additional mid-air double jump. Press R to respawn at the current checkpoint. Use forgiving platform collision and ledge climbing so the blocky jumps feel reliable. The player is a simple smiling block character: blue rectangular torso, yellow cube head with two small black square eyes and a black horizontal smile, yellow rectangular arms, and black legs. Animate arms and legs swinging while running. Build one linear obstacle course extending forward through the world. Start with a large green square spawn plaza over a brown dirt base and a blue spawn pad. Then place a warmup sequence of raised chunky platforms: blue at approximately (0, 0.2, -18), white at (-2.8, 0.7, -24), blue at (2.8, 1.2, -30), and orange at (0, 1.9, -35); put collectible gold ring coins over these platforms and make the orange platform a checkpoint. Next create a lava gap: a broad red hazard block/pool below the route around z=-40, with pink and purple side platforms, a yellow platform that moves side-to-side along the X axis, and a higher orange central platform marked as a checkpoint. Continue into a rising staggered jump section with four 4-by-4 platforms around (-7,4.6,-52), (-2,5.7,-58), (4,6.8,-63), and (10,8.1,-68), using white, blue, pink, and orange colors, followed by a green checkpoint platform around (14,9.2,-73). Add a narrow white beam section around (14,8.3,-84), then a blue platform around (20,9.2,-95). Finish at a purple goal tower around (20,10.7,-105): a purple base platform, a purple rectangular tower rising above it, and a large yellow goal pad on top around y=15.9. Touching the yellow goal pad completes the run. Place exactly 8 rotating gold coin collectibles: at (0,2,-18), (-2.8,2.5,-24), (2.8,3,-30), (-6,3.2,-40), (6,4,-40), (4,8.3,-63), (14,10.3,-73), and (20,17.3,-105). Collecting a coin hides it and increments the coin counter. Touching a checkpoint updates the respawn location and displays a brief checkpoint message. Falling below the level or touching the red lava respawns the player at the latest checkpoint; reset velocity and jump state on respawn. The goal should show a win state and stop the timer. Provide a clean fixed HUD in the upper-left with panels labeled Coins (0 / 8), Checkpoint (Spawn), Time (0.0s), and Status (Ready/Running/You win), plus a small white center reticle. Show an initial full-screen translucent overlay card titled Brick Run with the description that the player should run the bright blocky obstacle course, collect coins, tag checkpoints, cross moving platforms, and reach the goal tower. List WASD moves, Space jumps, mouse rotates camera, Shift sprints, and R respawns at the checkpoint. Include a blue Start Obby button. After winning, show the overlay again with a Run Again option; allow Space to restart after game over. Display temporary bottom-center messages for starting, jumps/double jumps, coin collection, checkpoint activation, respawns, and completion time. Use simple pleasant synthesized tones for jumps, coins, checkpoints, respawns, and winning if audio is available.