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Arcade › Checkpoint Run

Checkpoint Run

  • 3d
  • arcade
  • obstacle-course
  • time-trial
  • third-person
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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. Aj Az built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Checkpoint Run yet. Play it, then tell Aj Az what you would add next.

Make your own game

Checkpoint Run was built by Aj Az 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 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.

Read the build brief for Checkpoint Run

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 time trial called “Checkpoint Run.” Use a dark navy sky/background with distance fog, strong soft shadows, and a clean low-poly aesthetic. The camera should follow the player from behind at a slightly elevated angle, looking down a long straight course; support desktop keyboard and mobile joystick controls. The player is a glossy blue-purple capsule-like character with a small gold rectangular visor on its front. Start the player at the near end of the course, around the center of a raised blue roadway, facing down the course toward negative Z. Movement should allow left/right and forward/back steering using WASD or arrow keys, with a jump on Space; use responsive third-person movement, gravity, and a jump arc. The displayed help text should say “WASD / arrows to move · Space to jump · mobile joystick supported.”

Build the environment as a broad dark-blue base/floor extending along the full route, with several raised blue path/deck sections. The playable route is approximately 8–10 units wide and runs from z≈17 to z≈-40. Place orange low-poly obstacles along the lane: three individual orange rectangular bars at z≈10, 7, and 4, staggered from left to center to right; then three alternating orange wall-like blocks around z≈-4, -9, and -14, leaving the player to slalom around them; then a sequence of three large orange ascending step/block obstacles around z≈-22, -26, and -30, with increasing heights. The player should be able to steer around obstacles and jump over appropriate barriers, with solid 3D collision/grounding behavior.

Add three turquoise checkpoint gates spanning the route at z≈12, z≈-12, and z≈-31. Each gate consists of two turquoise vertical posts about 6 units apart, a horizontal top beam, and a glowing turquoise circular ring suspended between the posts. Add a final yellow/gold gate at z≈-40 with the same post/top/ring construction. Line both sides of the course with repeated short yellow cylindrical pylons, roughly at x=-5.7 and x=5.7 every 4 units from z≈16 to z≈-39, to visually mark the boundaries. Use turquoise materials with a subtle green emissive glow for checkpoints, gold/yellow emissive materials for the pylons and finish gate, orange for obstacles, and blue materials for the roadway and capsule. Light the scene with cool ambient/hemi light plus a warm directional sun from above/front, enabling shadows.

Implement a timed checkpoint race. Begin timing immediately when the game starts or is reset. The HUD must be a fixed overlay: top-left dark translucent rounded panel reading “CHECKPOINT RUN” and “Checkpoint 0 / 3”; top-right matching panel showing “Time 0.0s,” “Best —” (or the stored best time), and a red rounded “Restart” button. Continuously update the timer to one decimal place. As the player progresses down the course, trigger checkpoint 1 when reaching the first checkpoint region, checkpoint 2 at the second, and checkpoint 3 at the third; show the counter as “Checkpoint 1 / 3,” etc. Triggering each should briefly display a large centered message near the upper center such as “CHECKPOINT 1,” “CHECKPOINT 2,” and “FINAL CHECKPOINT!” in bright turquoise. At game start/reset briefly show “GO!” in pale blue. After all three checkpoints, crossing the finish region near z≈-38.5 should stop the timer, display “FINISH — X.Xs” in gold, and save/update the best completion time in local storage. The Restart button must reset the player to the start, reset checkpoint progress and timer, and show GO again. Keep the HUD and message styling consistent with the screenshot: white text, translucent near-black panels with subtle borders/shadows, bold uppercase title, and a small bottom-centered instruction line. Do not add enemies, collectibles, weapons, health, lives, or other game systems; the core goal is simply to navigate the obstacle course as quickly as possible through all three checkpoints and the finish gate.

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