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Cave Chuckles

  • 3d
  • platformer
  • roguelite
  • exploration
  • arcade
  • cave
  • third-person
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cave Chuckles yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Cave Chuckles was built by Oleg Sidorkin 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 Cave Chuckles 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 Cave Chuckles

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 3D third-person cave exploration platformer titled “Cave Chuckles.” Use Three.js-style low-poly chunky geometry, dark blue-gray rock, warm orange torch lighting, deep black/navy fog, and readable arcade HUD. The player is a small stylized explorer represented by a cyan-blue capsule body with a red cone hat. Keep the camera behind and slightly above the character in a third-person boom view; let mouse movement while pointer lock is active rotate yaw and pitch, with pitch clamped so the view can look up/down. Clicking the game starts it and locks the pointer.

Build each level procedurally as a 3-by-3 grid of nine square cave rooms. Each room is about 14 units wide, enclosed by chunky rock walls and a rock floor, with simple elevated rectangular platforms at varied positions and heights. Include corridors/room-to-room exploration as the layout allows. Place around twelve flickering torch-like orange emissive orbs and point lights throughout the cave; use ambient/hemisphere fill, warm torch illumination, and exponential dark fog for a moody cave atmosphere. Use low-poly, blocky forms with shadows and clear silhouettes.

The player moves with WASD relative to the camera, jumps with Space, and sprints with Shift. Apply gravity, horizontal acceleration, jumping, axis-separated box collision against floors, walls, and platforms, and a third-person camera that pulls closer if geometry would obstruct it. Start each new level near the center room. The player has 3 lives, an approximate capsule/box collision body, and damage knockback plus about one second of invulnerability after being hit. Falling below the cave rescues/teleports the player to a safe location after costing a life. R resets the whole run; T performs an unstuck teleport to a safe spawn; P pauses/unpauses.

Scatter rotating, bobbing gold torus/ring pickups across floors and platforms. Normal gold rings give 10 points; occasional larger rings give 50. Add floating pale rubber-chicken pickups (simple rounded low-poly objects) worth 100 points. Collecting items removes them, updates the score, and uses brief goofy quips; chicken collection should have a distinctive squeak-like two-note sound and sometimes a rimshot. Add gray metallic cone spikes on some room floors as deadly colliders. Add dark purple hovering bats in some rooms; they idle around their home position, bob, and when the player approaches they swoop toward the player. Contact with spikes or bats costs a life, knocks the player back/up, and shows a humorous damage message.

Place one solid brown rectangular exit door in a random corner-ish room each level. When the player comes within roughly door range, play a short ascending door sound, award 200 points, increase the level number, show a descending joke, and immediately generate a fresh randomized nine-room cave while retaining the run score and remaining lives. The objective is an endless score-chase descent through increasingly regenerated levels; there is no fixed final win screen. If lives reach zero, stop play, unlock the pointer, and show a centered Game Over panel with “You ran out of lives — the cave wins this round,” the final score, and deepest level. R should restart with score 0, level 1, and 3 lives.

Use a minimal top-left HUD displaying “Score 0”, “Lives 3”, and “Level 1” (with live values). On initial load, show a centered translucent dark rounded instruction panel titled “Cave Chuckles” saying “Click to lock pointer and start,” and explaining: grab gold rings and the legendary rubber chicken, avoid spikes and bats, and find the door to descend. Clicking dismisses the panel and starts pointer lock. Show temporary translucent toast messages for level introductions, pickups, damage, doors, pause, and humorous cave commentary. Include short synthesized bleeps for jumping, collecting rings, collecting chickens, hits, and doors. Keep the tone slapstick and playful through dad-joke messages, but do not add weapons, attacks, inventory, or mechanics beyond movement, jumping, sprinting, collecting, avoiding hazards, doors, lives, score, pause, reset, and teleport rescue.

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