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Clockwork Run

  • 3d
  • platformer
  • side-scroller
  • speedrun
  • arcade
  • minimalist
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. Adit Purnama built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Clockwork Run yet. Play it, then tell Adit Purnama what you would add next.

Make your own game

Clockwork Run was built by Adit Purnama 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 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 Clockwork 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 browser-based 3D platformer titled “Clockwork Run,” presented as a compact side-view game using an orthographic camera. The scene should feel like a dark minimalist 2.5D platforming course: use a deep navy background (#111827) with matching distance fog, soft shadows, a bright cool hemisphere light plus directional lighting, and Kenney-style low-poly platformer assets. Show a small rounded character avatar (the Kenney “character-oobi” model, pale/white spherical head with purple body/limbs in the visible presentation) viewed from behind/side in the lower-left/start area. The camera tracks the player horizontally while keeping the vertical framing centered around the course; use a wide side-on view, with the player moving along the x axis and jumping along y, with no meaningful depth movement.

The core goal is to complete three short levels in sequence before each level’s countdown reaches zero. At the beginning show a full-screen dark translucent overlay with the title “Clockwork Run,” the instruction “Beat three compact platforming levels before the countdown hits zero. Every level is a new split — move fast, land clean.” and an amber “Start Run” button. Once started, hide the overlay and show a top HUD: a rounded translucent dark panel centered at the top, with blue “LEVEL 1/3” (then 2/3 and 3/3), an amber countdown timer, and “BEST --” or the best saved time for that level. Directly below it show the instruction text “A/D or arrows to move · Space to jump · reach the door”. On touch devices, add three large rounded dark controls along the bottom: left arrow and right arrow grouped at bottom-left, and an up-triangle jump button at bottom-right. They should support press-and-hold input.

Controls: A/D or Left/Right arrows move horizontally; Space, W, or Up Arrow jumps; movement should accelerate/damp toward approximately 5.3 units/second, gravity should be strong (about 18 units/second squared), and jump velocity about 8.5. A jump only starts while grounded and should be latched so holding jump does not repeatedly jump. The player is a small collision box (roughly .38 half-width and .9 height). Platforms are solid horizontal rectangular ledges; land on their tops, and falling below the course respawns the player at the current level’s start with velocity reset. There are no enemies or combat mechanics.

Build these exact three compact platform layouts in world coordinates, with each entry being center-x, top/base-y, width, and height. Level 1 has a 15-second limit, starts at (-7, 2), and uses platforms: (-7,0,4,1), (-3.8,1.1,2.2,.7), (-.6,2.2,2.2,.7), (2.5,1.1,2,.7), (5.5,2.4,3,.7), and (7.3,0,2,1). Place the finish door at (7.2,1). Level 2 has an 18-second limit, starts at (-7,2), and uses (-7,0,3,1), (-4.6,1.2,1.5,.7), (-2.1,2.4,1.6,.7), (.5,1.2,1.6,.7), (3,2.5,1.7,.7), (5.2,3.5,1.8,.7), and (7.2,2.5,2,1); put the door at (7.2,3.3). Level 3 has a 20-second limit, starts at (-7,2), and uses (-7,0,2.4,1), (-5.1,1.5,1.4,.7), (-3.1,3,1.4,.7), (-.8,1.8,1.5,.7), (1.5,3.6,1.5,.7), (4,2.1,1.5,.7), and (6.5,4.2,2.3,1); put the door at (7.2,4.2). Use repeating modular grass-topped platform blocks for the visual ledges and an open-door asset at each finish. The door is reached when the player is within about .7 horizontal units and 1.2 vertical units.

For every platform wider than 1.5 units, place one floating gold coin approximately one unit above its top. Coins slowly rotate and bob vertically. Collecting a coin makes it disappear and adds 1.5 seconds to the current countdown. Coins should be arranged anew on each rebuilt level. Do not add other collectibles, enemies, hazards, weapons, or powerups.

When the player reaches a door, record that level’s elapsed split time, save the best (lowest) time per level in local storage, and immediately build the next level with its own timer. Display a brief message such as “Level clear — next split starts now.” If the timer reaches zero, stop gameplay and show a centered dark result card saying “Time Up,” explaining that the player reached the current level and suggesting a cleaner line/jump timing, with a “Restart Run” button. If the third level is completed, stop and show “Run Complete,” state the final split time, explain that the three levels’ best times are saved on the device, and provide a “Run Again” button. Enter should also restart when not running. Preserve the restrained UI style: Inter/system sans-serif typography, amber action button/timer, light blue level label, pale gray instructions, translucent navy panels, thin subtle borders, large rounded corners, and soft shadowing. Ensure the game is playable immediately after loading even if model assets take a moment to appear, and keep the entire presentation clean and uncluttered like the supplied screenshot.

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