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Cube Sprint

  • 3d
  • first-person
  • voxel
  • arcade
  • collection
  • time-attack
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. Ivan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cube Sprint yet. Play it, then tell Ivan what you would add next.

Make your own game

Cube Sprint was built by Ivan 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 Cube Sprint 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 Cube Sprint

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 “Cube Sprint” as a browser-based Three.js first-person voxel/block arena. The player sees through a first-person camera at about 1.65 units high, with mouse-look via pointer lock on desktop. Build a connected set of five square rooms, each 14 by 14 world units: one central room plus north, south, east, and west rooms. Use simple low-poly box geometry throughout. The scene has a bright light-blue sky/background with matching distance fog, strong soft sunlight and shadows, green grass-like floors, dark green grid/tile lines across each floor, and chunky brown earthen walls capped with vivid green strips. Each room has four brown block pillars near its corners. The overall visual style is colorful, clean, Minecraft-inspired voxel geometry rather than detailed realism.

The four passages from the central room have visible automatic gate structures: dark brown/black side posts and lintels, a thick brown sliding door slab, and a bright green rectangular floor sensor pad. Doors start closed and lift vertically when the player comes within roughly 3.4 units or an enemy comes within roughly 1.8 units; the sensor changes to a brighter ready green and the passage becomes walkable as the door rises. Keep the rooms connected only through these four doorways and collision boundaries.

Populate every room with four floating, rotating, gently bobbing colored cube pickups. Use a repeating set of vivid colors such as red, blue, yellow, purple, and green. Place pickups around the room away from walls and pillars. Also place three dark navy rectangular floor slots in each room, arranged in a row/cluster, for a total of 15 slots. The player can approach a pickup and press E, click, or the mobile Action button to collect it. Collection hides the cube, increases carried blocks by 1 and adds 10 points. The player can carry at most 3 blocks. Near an unfilled slot while carrying a block, the same action places one block into the slot, changes that slot to bright green, decreases the carried count, and adds 100 points. Every fourth placed block adds 8 seconds to the timer.

The goal is to score as many points as possible by collecting colored cubes and filling slots before the 120-second countdown ends or health reaches zero. Start with score 0, 0/3 carried blocks, 100 health, and 120 seconds. Display a persistent top HUD with four dark translucent stat boxes labeled Score, Blocs (carried/max), Vie, and Temps. Show a white plus crosshair at screen center. When near a pickup, show a bottom-center prompt in French equivalent to “E / clic : ramasser un bloc”; near a slot show “E / clic : poser un bloc (+100)”; otherwise during active mouse-look show a hint equivalent to “Regarde les fantômes pour les figer.” Include a Pause button in the upper-right.

Add approximately 15 enemies total, distributed as 3–4 per room. In the default visible voxel style, make them readable as small pale cube creatures with dark square eyes, hovering/bobbing slightly; if using an external animated ghost asset is not reliable, use these fallback voxel enemies. Enemies begin at distinct positions away from the player spawn and not directly on the corner pillars. They do not attack or move while they are visible in the player’s actual camera view: project each enemy into the camera and freeze it when it is on-screen, close enough (within about 24 units), in a relevant visible room/passage, and not essentially on top of the player. When not visible, enemies pursue the player at roughly 1.15–1.39 units per second, moving through their room toward that room’s door, through the central area, and toward the player’s room rather than simply crossing solid walls. Allow a speed boost when close. If a moving enemy reaches within about 0.82 units, periodically remove 10 health, with a short damage cooldown. End the game when health reaches zero, with a French-style result message equivalent to “Touché trop souvent,” or when time reaches zero with “Temps écoulé.”

Implement solid collision for room walls, pillars, and closed doors, while permitting player movement through open doorways. Controls: WASD or arrow keys for movement, mouse movement for looking around, E or mouse click for pickup/placement, Escape or Pause for pausing. Provide mobile-friendly controls with a virtual WASD movement pad in the lower-left and an Action button in the lower-right. Clicking/tapping the canvas should request pointer lock when needed, or perform the contextual action when already locked. Include a start overlay titled “Cube Sprint” explaining the five voxel rooms, colored blocks, slots, and the rule that ghosts advance only when not watched, with a Jouer button and control help. Include pause and restart controls, and a game-over overlay showing the ending reason and final score plus a Rejouer button. Do not add jumping, shooting, weapons, inventory beyond the 3-block carry count, or other unshown mechanics.

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