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Drunki 3D

  • 3d
  • platformer
  • cartoon
  • side-scroller
  • collectathon
  • mobile
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. Juakita Sivels built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Drunki 3D yet. Play it, then tell Juakita Sivels what you would add next.

Make your own game

Drunki 3D was built by Juakita Sivels 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 Drunki 3D 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 Drunki 3D

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 short single-stage 3D side-scrolling platformer titled “Drunki 3D.” Use a bright, friendly cartoon style with simple low-poly/toon-shaded geometry, strong silhouettes, soft shadows, and a warm yellow/orange environment. The camera is a perspective side-on camera looking across the X/Y plane with the playable depth constrained to one lane (Z=0); smoothly follow the player as they move right, keeping the character and upcoming platforms visible. The background should be pale cream/yellow with a large tiled checker-like wall/parallax backdrop in golden tones, a soft glowing light area, and rounded golden hill shapes in the distance.

The player is a cute cyan-blue mascot assembled from simple 3D shapes: a rounded capsule body, spherical head, two round ears, white vertical oval eyes with dark pupils, small capsule arms and legs. Give it toon materials, cast shadows, a facing direction that turns left/right, and a simple running animation with swinging arms and legs. Spawn the player near x=-9.5 above the left side of the level. Apply horizontal movement speed around 7.25, gravity around -32, jump velocity around 12.5, and allow one jump only while grounded. Keep the player in the central depth lane and clamp horizontal movement roughly from x=-15.5 to x=33. Falling below the level causes a respawn and costs a life.

Build the level as a sequence of chunky floating rectangular platforms with turquoise/cyan tops and dark indigo-purple sides, all about 3D depth 3–4. The broad starting platform is centered around x=0, y=-1.2, about 30 units wide and 1.4 units high. Add elevated stepping platforms approximately at: (-10,1.2) width 5.2; (-3.5,3) width 6.2; (5,5.2) width 6; (12.5,7.6) width 6.5; (20,4.9) width 5.6; and (27.5,7) width 6.4. Include a large golden/orange base or floor below the route and two visible brown-and-cream ladders as decorative level elements, one near x=0 rising from the start area and another near x=15.7. Platforms should have readable top surfaces, dark side bands, and soft cast shadows.

Place exactly 9 floating golden ring coins along the route, animated by spinning around their vertical/depth-facing axis and bobbing slightly. Put them approximately at (-12,0.3), (-7,2.5), (-1.5,4.45), (3.7,1.2), (7.3,6.65), (11.6,8.9), (18.3,6.2), (23.8,3.2), and (28.8,8.7). Collect a coin when the player’s body bounding box intersects it; hide it, increment the counter, and play a bright coin sound. The win route requires collecting all 9 coins.

Add three patrolling enemies: cute spiky blob creatures made from a dark purple/blue spherical body, white eyes with orange pupils, and six small lavender spikes distributed around the body. Make them bob and patrol horizontally using sine-wave movement. Place them near (9.6,6.15) with patrol range 1.5, (20.3,5.85) with range 1.6, and (30.2,7.9) with range 1.2; the final enemy is red/dark red rather than blue-purple. Touching an enemy costs a life and respawns the player at the start with brief invulnerability and blinking.

At the far right, place the goal around (31.5,7.4): a pale vertical pole with a floating/extruded golden five-point star at the top. Animate the star rotating and subtly bobbing. The player can complete the level only after all 9 coins are collected and their body intersects the star goal. On completion freeze normal movement and show a centered victory message explaining that this is the full first stage and that R restarts.

Add a HUD over the canvas. At the top-left, show a dark translucent rounded panel with white text: “Coins: 0/9” (updated as collected), “Lives: 3,” and “Level: 1.” At the top-right show a matching dark panel with the title “Drunki 3D” and the subtitle “Move, jump, grab coins, reach the star.” On initial load, show a centered dark translucent rounded instruction card: “Drunki 3D” and instructions for Arrow keys or A/D to move, Space to jump, and collecting every coin before reaching the star. Hide that card on the first movement/jump. Show contextual centered messages for being hit, collecting all coins, game over, and victory. After game over, show a restart hint and require R to restart; restarting resets lives to 3, score to zero, all coins visible, player position, and completion state.

Support keyboard controls: Left/Right arrows or A/D for movement; Space, Up, or W for jump; R to restart. Support mobile/touch controls with two dark rounded buttons at bottom-left labeled with left and right triangles and a larger orange/yellow rounded “JUMP” button at bottom-right. Buttons should support hold-to-move and one-shot jump, with responsive pressed states. Keep the HUD and controls responsive with safe-area spacing. Include simple synthesized retro-style audio: jump, coin collection, hurt, landing/footstep, restart, and victory sounds, plus a light looping background bed that begins after the first key press or tap. Audio should not prevent gameplay if unavailable.

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