Skip to content

Arcade › Checkpoint Dash

Checkpoint Dash

  • 3d
  • platformer
  • obby
  • arcade
  • checkpoint
  • mobile
0
Remix it Discord

4 plays

How to play

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

Discussion

Nobody has said anything about Checkpoint Dash yet. Play it, then tell Ben Marrs what you would add next.

Make your own game

Checkpoint Dash was built by Ben Marrs 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 Checkpoint Dash 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 Checkpoint Dash

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 third-person 3D obstacle-course platformer titled “Checkpoint Dash.” The player controls a simple stylized humanoid capsule avatar: a tall rounded white capsule body with a small blue face/sphere near its upper front and a glowing mint-green torus/trail ring around its feet. Use a smooth follow camera positioned behind and above the avatar, looking toward the course ahead; the course extends forward through a dark blue atmospheric sky with fog, with a large dark floor far below emphasizing that the platforms are floating.

Core objective and loop: build a sequential floating obby with 100 checkpoint platforms. Start the player on Checkpoint 1 and require them to run, jump, and land across obstacle sections to reach each checkpoint in order. Touching/landing on a later checkpoint pad saves it as the respawn point; falling below a low vertical limit automatically respawns the player at the latest saved checkpoint with zero velocity. Also provide an explicit Respawn action that returns to the latest checkpoint. Reaching Checkpoint 100 marks the course complete and displays a centered completion banner reading “You cleared the obby” with supporting text that Checkpoint 100 was reached.

Course layout: use 100 large checkpoint pads spaced along the forward axis, with each pad approximately square, bright mint/green for normal checkpoints and a distinctive final pad. Each checkpoint should have a luminous blue-white ring on its top, a small glowing beacon/pole at one corner, floating sparkle/crystal effects, and a floating dark translucent rounded label above it reading “CP 1”, “CP 2”, etc. Connect consecutive checkpoints with varied platforming patterns: alternating zig-zag stepping pads, small stepping stones with changing heights, narrow bridge/plank sections, and three-platform gaps containing a horizontally moving danger-colored pink/red platform. Platforms should vary in width, depth, lateral position, and height so the player must steer and jump; keep the course within a broad bounded horizontal area. Add a bright golden finish arch at Checkpoint 100 made from two tall pillars and a horizontal top beam.

Movement and physics: support WASD and arrow keys for forward/back/left/right movement, Space to jump, and R to respawn. Movement is direct world-axis movement, with a faster control speed while grounded and reduced air control. Use gravity, a single jump, landing collision against the top surfaces of rectangular platforms, and falling off the course as the failure condition. The player can move horizontally within a bounded range. On mobile, show a translucent circular left joystick with a mint knob, a large circular blue “JUMP” button at bottom right, and a “Respawn” button above it; joystick input controls horizontal movement and tapping Jump queues a jump.

HUD and presentation: overlay a dark translucent glass-style status card across the top with white bold text “Checkpoint 1 / 100” (updating to the current checkpoint), muted text such as “0% complete,” and a thin rounded progress bar that fills with a mint-to-blue gradient as checkpoints are reached. Include a help panel on larger screens explaining that the goal is to reach all 100 checkpoints and that falling respawns at the latest checkpoint; show keyboard/mobile controls for Move, Jump, and Reset. On narrow/mobile screens hide the explanatory panels while retaining the top progress card and touch controls. When complete, show a centered translucent rounded win panel. Use a dark navy-to-blue gradient sky, fog, soft shadows, bright blue platform materials, mint checkpoint pads, white/blue glowing trim, and a clean polished low-poly/modern arcade style. Do not add enemies, combat, collectibles, timers, lives, or other mechanics not described.

More free browser games

Browse the whole Arcade →