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Checkpoint Run

  • 3d
  • third-person
  • obstacle-course
  • arcade
  • platformer
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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. Amanda Wright 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 Amanda Wright what you would add next.

Make your own game

Checkpoint Run was built by Amanda Wright 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 playable third-person 3D obstacle-course game titled "Checkpoint Run". Use a bright, clean low-poly arcade style with a light blue sky/background and fog, a large flat green rectangular course, soft shadows, and simple saturated materials. The camera should follow behind and slightly above the player in a third-person perspective, looking down the course toward negative Z. The player is a small rounded yellow/gold capsule character with a dark blue visor on its front, casting a soft shadow. Start the player at the near end of the course around the center lane and let the player move with WASD or arrow keys; Space makes the character jump. Use responsive movement, gravity, and a jump high enough to clear the low obstacles. If supported by the platform, provide equivalent touch/virtual controls, but preserve the keyboard controls.

Build one short straight course extending forward with white center lane markers. Place three large glowing checkpoint rings flat on the ground at successive distances, approximately at z=-8, -19, and -30; the first two rings are turquoise/green and the final ring is red/pink. Progress through them in order as the player moves forward. The HUD must show the title "CHECKPOINT RUN" centered at the top, a rounded white status pill below it initially reading "Checkpoint 1 / 3", and a bottom instruction pill reading "WASD / arrows to move · Space to jump · Reach the red finish". When a checkpoint is reached, update the status to the next checkpoint count; at the third checkpoint show a final-sprint message, and on crossing the finish show "FINISH! You cleared the course 🎉". The game goal is to reach the red finish line at the far end.

Arrange the visible obstacles in the lane in this order: a wide blue low hurdle across the center around z=-5; two separate taller blue blocks around z=-10, one on the left and one on the right leaving a central passage; a broad red/pink hazard wall across much of the course around z=-15; a lower blue step/block offset left around z=-20; a taller blue step/block offset right around z=-23; and another broad red/pink hazard wall around z=-27. Make obstacles solid and jumpable/avoidably spaced. Add a red finish line/bar across the width at approximately z=-34, with alternating light/dark checker-like tiles, plus a red flag near one side of the finish. Add simple side banner/pole decorations near the first checkpoint. Keep the course bounded by the rectangular green ground rather than adding unrelated scenery. Use directional sunlight, ambient/hemisphere lighting, shadows, and a perspective camera for the same cheerful visual presentation as the reference.

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