Arcade › Candy Click Climb
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Marcus Soto built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Candy Click Climb yet. Play it, then tell Marcus Soto what you would add next.
Candy Click Climb was built by Marcus Soto 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 Candy Click Climb 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 3D third-person candy-themed obstacle-course game titled "Candy Click Climb". Use a dark purple void/ground, pastel candy materials, soft shadows, fog, emissive highlights, and a colorful Roblox-style obby presentation. The camera is a perspective follow camera positioned behind and above the small player, looking forward along the course; smoothly follow the player so the lobby and the keyboard stages recede into the distance. The player is a cute simple white marshmallow/candy runner: a rounded capsule body with a small pink gumdrop sphere on top. Start the player in a large pale pink rectangular lobby platform near the front of the course. Put large outlined 3D/texture labels reading "LOBBY" on it. The lobby includes a speed treadmill: a dark belt about 6.5 units wide and 2.55 units deep, pink side rails, yellow front and back rollers, and animated mint-green stripes sliding along the belt. Label it "SPEED TREADMILL" and "+SPEED". Standing grounded on the treadmill increases Speed once every 0.25 seconds by the current Wins amount. Build the obby straight ahead in the negative Z direction as four raised giant keyboard stages, each on a dark purple rectangular base. Every stage is made from individual chunky, separated candy-colored keys in rows, with rounded-looking colorful pastel blocks in pink, chocolate brown, mint, banana yellow, and lavender. Add occasional white letter labels on keys. Stage 1 is centered around z=-15 at y=0.45 and uses roughly 6-key rows; Stage 2 around z=-38 at y=1.95 with roughly 7-key rows; Stage 3 around z=-62 at y=3.65 with roughly 8-key rows; Stage 4 around z=-88 at y=5.5 with roughly 9-key rows. Label each base "STAGE 1", "STAGE 2", "STAGE 3", and "STAGE 4". Between stages, provide seven floating candy shortcut platforms spanning the gaps, rising gradually between the stage heights, with their x positions gently zig-zagging. The stage key letters should visibly suggest keyboard rows: Stage 1 uses ASDFJKL, Stage 2 QWERTYU, Stage 3 CANDYKEY, and Stage 4 CLICKWIN. Place one long glowing red gummy/chocolate trap bar on each stage: on stage 1 around x=-4.5, stage 2 around x=4.1, stage 3 around x=0, and stage 4 around x=-5.1. These are raised red hazard blocks crossing much of the stage. If the player touches a trap, play a click sound and return them to the last safe grounded key; do not reduce Speed. Falling below the course also returns them to the last safe location. Whenever the player lands on any course key, update the last safe location and the visible stage number. At the far end, add a large glowing green finish pad around z=-98.4, with the floating label "FINISH +1 WIN". Reaching it grants one Win, resets Speed to 16, and teleports the player back to the lobby with stage 1; show a message such as "Win earned! Multiplier is now xN." Wins persist and make future Speed gains larger. Movement should feel like a keyboard obby. Support WASD and arrow keys for horizontal/forward/back movement, and Space to jump. Movement speed in world space starts around 4.4 and increases modestly as Speed rises, capped around 13.1. Use acceleration and air control rather than instantaneous movement, gravity around 20, and jump velocity around 7.6. The player gains Speed by 1x Wins every 0.5 seconds while grounded and moving on the candy keys/stages. The treadmill is the stationary farming alternative. Play a satisfying short click sound when stepping, jumping, hitting a trap, and finishing, with a brief sequence of clicks on finish. Add responsive mobile controls matching the shown interface: a translucent circular virtual joystick at bottom left, a large round gradient "JUMP" button at bottom right, and a pill-shaped "Reset" button above/right of it. The joystick controls movement, JUMP performs a grounded jump, and Reset immediately sends the player to the lobby without clearing saved Speed or Wins. On desktop keep these controls available or visually consistent if desired, but keyboard controls must work. Use a HUD over the 3D view with three dark translucent outlined pill counters at the top-left: "Speed 16" (updated integer Speed), "Wins 1", and "Stage 1/4". Show a large rounded pink instruction banner near the top center at startup saying "Move to gain Speed. Reach the finish to earn Wins!"; use bold white type. Brief contextual messages can announce the treadmill boost, trap reset, and earned Win. Include floating pastel sprinkle shapes in the air around the course for candy atmosphere. Persist Speed and Wins in local storage across reloads, with minimum initial values Speed 16 and Wins 1. Keep the visual style bright, soft, playful, and candy-like against the deep purple environment.