Skip to content

Arcade › Catventure

Catventure

  • 3d
  • platformer
  • side-scroller
  • collectathon
  • pixel-art
0
Remix it Discord

14 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Christian R built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Catventure yet. Play it, then tell Christian R what you would add next.

Make your own game

Catventure was built by Christian R 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 Catventure 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 Catventure

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-playable 3D side-scrolling platformer titled “Catventure,” with a fixed 2.5D lane: the player moves only along the X axis and stays at Z=0, viewed from a side-oriented perspective camera with a little depth visible. Use Three.js or an equivalent realtime 3D renderer and give the scene a chunky pixel-art look by rendering at low resolution and upscaling with nearest-neighbor/pixelated filtering. The overall scene is very dark navy (#0b1020) with fog, simple low-poly geometry, cool blue-purple lighting, and a minimal arcade HUD.

The player is a warm orange cat made from simple primitive meshes: an orange capsule-like body, lighter orange spherical head, two pointed ears, and a cylindrical tail that gently animates. Add a soft dark circular shadow beneath it. Start the cat at approximately X=-6, Y=3.2, Z=0. Use A/D or Left/Right arrows to move, and Space, W, or Up Arrow to jump. Horizontal speed is about 7.8, air control is reduced, gravity is strong (about 28), and jumping uses an upward velocity around 11.4. Support a grounded check and a short coyote-time grace period; jumping should be edge-triggered so holding the key does not repeatedly jump. Face the cat toward its movement direction and animate the tail while playing.

Build one handmade linear level extending to about X=86. Platforms are dark blue-gray rectangular blocks with substantial width/depth and 2-unit thickness, all forming a series of gaps and elevated ledges: a starting floor centered around X=0 with width 18 at ground height, another floor around X=22 with width 14, one around X=42 with width 10, and a long floor around X=60 with width 16. Include raised platforms centered around X=14 at Y=4 with width 8, X=30 at Y=7 with width 8, and X=50 at Y=5 with width 10. Near the end add lower and ascending stair-like platforms around X=70 (width 8, ground), X=76 (width 6, Y=2), and X=81 (width 6, Y=4). The player collides with platforms from the sides, lands on their tops, hits ceilings, and falls into the void if dropping below approximately Y=-12.

Place exactly 11 bright cyan glowing fish collectibles in a trail, represented by small rotating torus-knot/ring-like meshes that bob vertically: positions approximately (-3,3.2), (2,3.2), (7,3.2), (14,7.3), (20,3.2), (30,10.2), (42,3.2), (50,8.2), (60,3.2), (76,6.2), and (81,8.2), all at Z=0. Collecting one hides it and increments the fish count. The HUD must show “Fish: 0 / 11” initially and update as fish are collected.

Add three purple low-poly dog enemies, each composed of a purple rectangular body and head plus a dark shadow. They patrol back and forth on the platform lane: one around X=10 between 6 and 16 at Y=3, one around X=40 between 36 and 48 at Y=3, and one around X=66 between 60 and 72 at Y=3. Their patrol speeds are roughly 2.2, 2.6, and 2.8. If the cat contacts a dog from the side or below, subtract one of 3 lives, show a hurt status, and respawn the cat at the start with temporary invulnerability. If the cat is falling downward and lands on a dog from above, remove the dog, bounce the cat upward, and allow play to continue. Display “Lives: 3” initially; after all lives are lost stop gameplay and show “Game over — press R to restart.”

At the far right, around X=86, create a tall blue rectangular exit door/frame about 1.2 wide, 2.6 high, and 1.2 deep, with a small glowing yellow orb/light near its upper front. The exit begins locked with a blue frame and dim glow. Once all 11 fish are collected, change the door frame to bright green, intensify the glow, and show “Exit unlocked — go!” The player wins when colliding with the unlocked door, showing “You win! Press R to run it back.” Do not allow the door to win before all fish are collected. Pressing R resets the level, restoring all fish, dogs, lives, cat position, and the locked exit.

Use a simple HUD pinned across the top: pill-shaped dark translucent panels with thin blue-gray outlines, “Lives: 3” on the left, “Fish: 0 / 11” beside it, and a status/instruction area reading “A/D or ←/→ move • Space jump • R restart (click once for audio)” or current game status. Include a gold notice at the top right saying “Click once for audio — then go full cat.” On the initial state/status use “Click once for audio — then go full cat.” and then gameplay guidance such as “Run & jump — collect all fish!” Add Tone.js-style synthesized sound effects, only after the first click or keypress due to browser audio restrictions: a triangle synth for jump, collectible, stomp, and win sounds, plus a short noise/hurt sound. Keep the presentation minimalist: dark empty background, glowing cyan collectibles, purple dogs, orange cat, blue platforms, and no additional invented enemies, powerups, levels, or mechanics.

More free browser games

Browse the whole Arcade →