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Arcade › Capy Cloud Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Eesha Nair built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Capy Cloud Run yet. Play it, then tell Eesha Nair what you would add next.
Capy Cloud Run was built by Eesha Nair 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 Capy Cloud 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 bright third-person 3D obstacle-course platformer titled “Capy Cloud Run.” Use Three.js with a sky-blue background (#9ee8ff), light fog, soft white cloud blobs in the distant sky, warm directional sunlight, soft shadows, and a playful low-poly Kenney asset-pack look. The player is a small stylized capybara-like animal, specifically a Cube Pets beaver model used as the capybara stand-in, with idle, run, and dance animations. Keep the camera behind and above the character in a smooth perspective view, initially looking along the course; camera yaw and pitch can be adjusted by dragging the canvas with the mouse or with a mobile right virtual stick. The camera should follow the player smoothly and look at a point about head height. Build a linear floating obby made from separate grassy polygon-like platform assets over the sky, with gaps requiring jumps. The exact course should progress generally along positive Z and rise gradually: a 6x6 starting island centered at (0,0,0); a 4.2x4.2 island at (0,0.4,8); a 3.6x3.8 island at (-2.8,0.8,14); a narrow beam/platform about 1.15 wide and 7.2 long at (-2.8,1.15,20); a 5x4.2 rest island at (2.2,1.2,27); a 3.1x3.1 moving platform around (2.2,1.6,35) moving side-to-side on X with amplitude 3.1; a 6.2x5.2 island at (-1.4,2,43) with a rotating log hazard; a 5.1x7.2 island at (1.4,2.25,51) containing low crate walls; a 2.8x2.8 moving platform around (1.4,2.6,60) moving along Z with amplitude 3.2; and a final 6.6x6.6 island at (1.4,2.85,69). Place a finish flag near (1.4,3.25,71). The platforms have grassy green tops and brown earthy sides, with soft undershadows. Include stylized low-poly trees on alternating islands near their edges. Use platformer-kit flag models as checkpoint markers. Place checkpoints on the start island, the island near Z=14, the rest island near Z=27, the spinner island near Z=43, and the final island, plus a separate finish flag at the end. Flags should visibly mark progress and gently rotate. Checkpoint 1 is active initially. When the player touches a new checkpoint flag, save it and display a brief centered message “Checkpoint saved!”; touching the final flag displays “You reached the finish flag!” and switches the character to a celebratory dance animation. The HUD should show “Checkpoint N · Falls X” during play and “Finished!” after winning. Add two rotating log-bar hazards using nature-kit log assets. Put one on the spinner island around (-1.4,2.75,43), length about 5.2 and rotating at roughly 1.75 radians/second; put a second near (1.4,3.38,66.5), length about 4.8 rotating in the opposite direction at roughly -1.9 radians/second. A log hit resets the character to the latest checkpoint. Add low crate walls made from platformer-kit crate assets around the island near Z=49: one horizontal wall centered around (1.4,2.62,49.1) with five crates, and one perpendicular wall centered around (1.4,2.62,52.5) with four crates. These should block horizontal movement but be low enough to jump over. Implement physics and rules: move with WASD or arrow keys relative to the camera orientation, at about 5.2 units/second; normalize diagonal movement. Jump with Space or the mobile JUMP button, only while grounded, using an upward velocity around 7.2 and gravity around 18.5. Detect landing on platform tops, including moving platforms, and carry the player with a moving platform. Falling below approximately Y=-9 or touching a spinning log increments Falls, shows “Splash! Back to checkpoint,” and respawns at the current checkpoint with vertical/horizontal velocity cleared. Keep the player grounded and allow another jump after landing. Do not add combat, collectibles, timers, enemies, or other mechanics not described here. Create a responsive HUD over the canvas. At upper left, show a rounded translucent white status panel with dark blue text, initially “Checkpoint 1 · Falls 0,” and below it a help panel reading “WASD/Arrows move · drag mouse/right stick to rotate camera · Space jumps · touch the flags for checkpoints.” Centered temporary notification panels should appear for checkpoint, fall, and finish messages. On touch devices, show two translucent circular virtual sticks at the bottom corners: left for movement and right for camera look, plus a yellow circular JUMP button above the right stick. On mouse/desktop hide those touch controls. Ensure the controls use pointer events and touch-action handling so they work on mobile.