Arcade › Coin Platformer
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Raj Mondal built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Coin Platformer yet. Play it, then tell Raj Mondal what you would add next.
Coin Platformer was built by Raj Mondal 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 Coin Platformer 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.
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.
Recreate a simple 3D third-person collectathon platformer titled “Coin Platformer.” Use Three.js-style 3D rendering with a perspective camera following a blocky humanoid character from behind at about 6 units away and 1.8 units above the target; allow mouse look after clicking the canvas. The scene should use a low-poly, toy-like Kenney asset aesthetic: a small blocky character with idle/walk animation, simple platform-kit platforms, and gold coin models. Enable soft shadows. The world has a large flat green ground plane (about 30 by 30), with a bright blue-sky/ambient-light setup and fog in the distance; the supplied gameplay screenshot may appear mostly black in the upper background, but the playable floor is visibly dark green. The player starts near (0, 1.5, 0), on or above the starting platform. Move with WASD or arrow keys and jump with Space. Use gravity around -22 and jump speed around 11, with movement speed around 7. Handle platform collision manually: platforms are small square-ish blocks, and when the character is horizontally over one while descending/within its vertical collision band, snap the character onto its top. Falling below the level (below y=-6) teleports the player back to the start. There are no enemies, combat, lives, timers, or hazards besides falling; the objective is solely to collect every coin. Build the level from these static platforms, using the same platform model scaled to approximately 2x: (0,0,0), (0,2.5,6), (-5,1,12), (4,3.5,15), and (8,0.5,8). Add four moving platforms, also scaled 2x, that oscillate sinusoidally: one starting at (3,1.2,3), moving along X with range 3 and speed 1.5; one at (-4,2.8,9), moving along Z with range 2.5 and speed 2.2; one at (7,4,18), moving along X with range 3.5 and speed 1.8; and one at (1,1.8,20), moving along Z with range 2 and speed 1.3. Carry the player along with a moving platform when standing on it. Place exactly 12 floating, rotating gold coins at these positions: (0,1.5,0), (2.5,2.8,3), (-3,2.8,6.5), (0,4,6), (-5.5,2.5,12), (4.5,5,15), (8,2,8.5), (6,3.5,4), (0,3.3,9.5), (-2,1.5,17), (9,5.5,18), and (2,3.3,20). Each coin gently bobs vertically by about 0.25 units and spins continuously. Collect a coin when the player comes within about 1.6 units; remove it, increment the score, and emit a brief small burst of yellow/gold particles. Once all 12 are collected, stop gameplay and show the win overlay. Keep the interface minimal and match the visible layout: a white, bold upper-left counter reading “Coins: 0 / 12” (updating as coins are collected), small gray centered instructions along the bottom reading “WASD / Arrows to move • SPACE to jump • Mouse to look • Click to capture mouse,” and a hidden-until-win centered dark translucent dialog with a gold border and gold text “You collected all coins!” plus gray subtext “Press R to restart.” Pressing R after winning resets the score, hides the dialog, returns the player to the start, and respawns all coins. Render fullscreen with a black page background, no scrolling, and responsive resizing.