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Clockwork Platforms

  • 3d
  • platformer
  • third-person
  • time-trial
  • parkour
  • arcade
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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. Simon Champia built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Clockwork Platforms yet. Play it, then tell Simon Champia what you would add next.

Make your own game

Clockwork Platforms was built by Simon Champia 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 Clockwork Platforms 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 Clockwork Platforms

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 3D third-person platforming game titled "Clockwork Platforms." Use Three.js-style real-time 3D rendering with a dark navy background (#08111f), atmospheric fog, soft shadows, and a cool, polished sci-fi/clockwork aesthetic. The camera should be a perspective third-person camera following the player from behind and above, with the player kept as the target. Start the camera around a 10-unit following distance and use a moderate field of view around 58 degrees.

The level is a vertical obstacle course suspended over a dark void. Build the following rectangular platforms in this exact ascending route, with their centers given as (x, y, z), dimensions (width, height, depth), and mostly blue-gray materials:
- Start platform at (-8, 0, 7), dimensions (6, 1, 6), dark blue-gray.
- Platform 1 at (-2, 1.4, 5), dimensions (4, 0.8, 3), blue-gray.
- Platform 2 at (3, 3, 3.3), dimensions (3.2, 0.75, 2.5), bright cyan/teal and moving horizontally along the X axis with a sinusoidal amplitude of 3.2, speed 1.4, and phase 0.5.
- Platform 3 at (7, 4.5, -0.5), dimensions (3.5, 0.8, 3), blue-gray.
- Platform 4 at (3, 6, -4.5), dimensions (3.2, 0.75, 2.5), bright cyan/teal and moving back and forth along the Z axis with sinusoidal amplitude 3.2, speed 1.1, and phase 1.8.
- Platform 5 at (-2, 7.7, -5.8), dimensions (4, 0.8, 3), blue-gray.
- Finish platform at (-7, 9.4, -4.6), dimensions (5, 0.8, 4), dark blue-gray.

Place a stylized player on the start platform at (-8, 2.1, 7). Represent it as a small upright capsule, approximately radius 0.42 with a 0.7 height segment, in a warm pale cream material with a subtle orange-red emissive glow. It should cast a shadow. The player must support WASD and arrow-key movement, jumping with Space, third-person movement at approximately speed 7.2, jump speed 10.5, and gravity -24. Use collision with all platforms, including the moving platforms, and allow the player to fall if they miss a jump. While moving, give the player a slight oscillating body tilt/rotation to suggest motion.

At the top of the finish platform, place the goal: a glowing gold cylindrical beacon centered at (-7, 11.0, -4.6), about 0.65 radius and 2.2 tall, with a bright yellow-orange emissive metallic material. Add a thin glowing torus ring around its lower area near y=10.3. Animate the beacon rotating around its vertical axis, bobbing slightly up and down, and animate the ring rotating. The player wins when they come within about 1.2 horizontal units of the beacon and within 1.8 vertical units. Stop gameplay on success and show the remaining time.

Add a large invisible-looking/dark void plane far below the course at y=-5, and treat falling below y=-3.2 as a loss. The player also loses when the countdown reaches zero. The run begins paused behind an overlay; clicking the button starts or restarts the run, resets the player to the starting position, resets the timer to 30 seconds, and resumes the level. On success, show the title "Run Complete" and text such as "You made it with X.X seconds left." On failure, show "Try Again" with either "Time ran out." or "You fell into the void." and a restart button.

Implement a 30-second countdown that begins when Start Run is clicked and displays tenths of a second. During active play, the HUD at top-left should be a translucent dark rounded panel with a thin light border and include the uppercase cyan title "CLOCKWORK PLATFORMS," the large timer (initially "30.0s"), and status text initially reading "Reach the gold beacon." The bottom center should show a small rounded translucent hint reading "WASD / arrows to move · Space to jump · Reach the beacon before time runs out" on non-touch devices; hide this hint on coarse/touch pointers.

Before the run and after completion, cover the view with a semi-transparent dark overlay and center a rounded dark blue gradient card with a subtle border and shadow. The initial card should read title "Clockwork Platforms," description "Cross the moving platforms and touch the gold beacon before the timer hits zero.", and a bright cyan pill-shaped "Start Run" button. Use a clean system/Inter-like sans-serif font, pale white text, cyan accents, rounded UI panels, and responsive sizing. Use hemisphere and directional lighting, fog, ACES-like tone mapping, antialiasing, and shadows so the platforms and capsule have the soft shaded appearance visible in the reference screenshot. Keep the gameplay focused solely on jumping across the specified platforms to touch the beacon before the 30-second timer expires; do not add enemies, collectibles, weapons, extra abilities, or other objectives.

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