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Cat Walk 3D

  • 3d
  • first-person
  • exploration
  • mobile
  • low-poly
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. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cat Walk 3D yet. Play it, then tell Isaac Fortune what you would add next.

Make your own game

Cat Walk 3D was built by Isaac Fortune 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 Cat Walk 3D 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 Cat Walk 3D

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 browser-based Three.js first-person 3D exploration game titled "Cat Walk 3D". Render a responsive full-screen canvas with a dark navy nighttime look: a nearly black-blue background and fog, a large flat deep-blue floor covered by a subtle blue square grid, soft hemisphere lighting, and directional sunlight/shadows. Use a perspective first-person camera with no visible cat body, ears, face, weapon, or other overlay. Start the player at world position approximately (0, 1.1, 18), facing toward negative Z, with a 78-degree field of view. Show a centered translucent dark glass start panel reading "CAT WALK 3D", then "First-person • Mobile + Arrow keys", and a blue rounded "Tap to Start" button; the game begins only after pressing that button.

Build a simple low-poly playground around the player. Include a raised rectangular blue platform/block at roughly (0, -12) sized 10 x 2.2 x 10, a tall square blue block at (14, -6) sized 6 x 6 x 6, a shorter block at (-14, -6) sized 6 x 4 x 6, a broad low platform at (0, 14) sized 18 x 1.5 x 8, and a sloped/ramp-like rectangular platform around (7, 8) sized 10 x 1.2 x 5 and tilted around the X axis. Place twelve narrow blue pillars around a ring roughly 22–26 units from the origin, each 2 x 6–9 x 2. Add a simple open-front house on the left side around (-28, 0): a 16 x 12 base, three blue walls with a central front doorway/opening, walls about 6 units high, and a dark blue four-sided pyramid/cone roof. Use solid blue materials with slight roughness and cast/receive shadows. Enclose the distant view in dark fog/sky.

Add one low-poly NPC named Granny near (-8, 0, -4). Model her as a purple/lavender dress made from a tapered cylinder, a peach skin sphere head, a pale gray/white flattened hair sphere, and a simple dark gray frying pan held to her right: a short rectangular handle and a small flat circular pan. Make all her parts cast shadows. She starts idle. Each frame, determine whether the player is looking directly at her: Granny becomes angry only on the transition into looking, when she is within 14 horizontal units and the camera's forward direction has a dot product greater than 0.86 toward her (roughly a narrow field of view). When triggered, she chases the player for 9 seconds at about 3.2 units/second, rotating to face the player. If she gets within about 0.95 units, reset the player to the starting position/orientation and make Granny idle again. If the 9 seconds expire, return her to idle. While knocked out, stop her behavior and smoothly rotate her onto her side.

Implement jumping with gravity. The player eye height is 1.1, jump velocity is about 5.6, and gravity is about -15.5. The player can jump only while grounded and bounces upward with velocity 3.8 if they land directly on Granny's head while falling: detect a falling player whose feet crossed Granny's top height (about 1.85) and whose horizontal distance is within about 0.71 units, then set Granny to the knocked-out state. Keep the actual movement bounds around -72 to 72 on X and Z. Do not add invented objectives, enemies, scoring, collectible items, health, or audio: the implemented game is an exploration-and-Granny interaction sandbox.

Desktop controls: Arrow Up/Down move forward/backward relative to the player's yaw, Arrow Left/Right strafe, Space jumps, and click-drag mouse movement looks around. Mobile controls: provide four translucent rounded arrow buttons in a D-pad at bottom-left for movement and a large circular translucent blue JUMP button at bottom-right. A touch drag on the right side of the screen rotates yaw and pitch; clamp pitch between about -1.2 and 0.18 radians. Ignore touches on the D-pad and jump button for looking. A quick two-finger tap resets the player's position and view. Support responsive resize, safe-area insets, touch-action disabled, and prevent button context menus.

Overlay styling should match a polished dark game HUD: system sans-serif text in pale blue-white, centered top instruction pills with translucent navy backgrounds, subtle blue borders, blur, rounded corners, and shadows. At the top show pills such as "Mobile arrows = move", "Right drag = look", "Jump button", and "Desktop: Arrow keys". During play, briefly show a small translucent hint near the top reading "Drag on the right side to look around" after touch look begins. Keep the D-pad and jump controls visible as translucent controls over the scene. Use no audio.

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