Arcade › Floating Parkour
Click the game above and it runs right here in your browser. No download, no installer, no account needed. RAT CHAN built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Floating Parkour yet. Play it, then tell RAT CHAN what you would add next.
Floating Parkour was built by RAT CHAN 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 Floating Parkour 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.
Create a browser-based 3D first-person parkour game titled “Floating Parkour,” using Three.js-style rendering with pointer-lock FPS controls. The player is an invisible/camera-centered avatar starting on a floating rectangular island at approximately (0, 3, 0), looking across a linear chain of floating islands suspended in a bright blue sky. Use a perspective camera with a 75-degree field of view, atmospheric blue fog, hemisphere lighting, and a warm directional sun casting soft shadows. The visual style is simple low-poly/primitive geometry: islands are chunky brown/taupe rectangular box platforms with darker small cubic rock details on top; imported low-poly pine trees decorate several islands; collectible crystals are low-poly crystal models that rotate and gently bob. There is no visible character body or weapon. Build the level as a forward parkour route along the X axis, with gaps and varying heights: a large starting island centered near (0,0,0), size about 10x10 and thickness 1.2; a second island near (14,1.5,1), size 7x7; a higher narrow third island near (27,4,-2), size 5x6; a fourth island near (36,2.5,5), size 8x5 and thickness 1.2; a tricky fifth island near (48,6,-1), size 6x6; and a final larger island near (60,3,2), size 9x9 and thickness 1.2. Add small intermediate challenge platforms around (8,0.5,-6) sized 2.5x2.5 and around (20,3.5,-7) sized 2x2, plus another tiny platform near (42,5,9) sized about 2.2x2.2. Scatter cubic rocks on every main/small island, and place low-poly pine trees roughly at (-2,1.2,-2), (3,1.2,2.5), (12,2.5,-1), (15,2.5,-2), (33,3.7,3), (56,4.2,0), (64,4.2,4), and (-3,1.2,3.5). Place floating rotating/bobbing crystal collectibles along the route: on the starting island near (0,2.5,-3), then near (17,3,3), (25,5.5,0), (38,4.2,7), (50,7.5,-3), and a larger crystal on the final island near (60,5.5,2). Also place crystals on the small platform near (8,2,-6) and the tiny challenge platform near (42,6.2,9), matching the actual extra placements. The HUD should nevertheless display the objective as “Crystals: 0/6” and count upward as crystals are collected; each normal crystal is worth 20 points and the final large crystal is worth 100, though score is not separately displayed. A crystal is collected when the player comes within roughly 2.2 world units, disappears, and increments the count. Once six crystals are collected, immediately show a centered success message with the count and elapsed time plus a “Restart (R)” button. Controls: click the canvas to start and capture the mouse; use WASD to move in FPS mode, mouse movement to look, Space to jump, and allow one additional midair double-jump. Ground jump physics should feel arcade-like, with move speed about 7.5, jump speed about 11, gravity about -22, and holding Shift providing a 1.6x sprint multiplier. Reset the double-jump when grounded. Include a small white circular crosshair at the center of the screen. In the upper-left, show white text with a subtle black shadow: “Crystals: 0/6” and “Time: 0s,” updating every second or continuously. At startup, show centered white instructions: “Click to start” followed by “WASD to move • Space to jump (double jump in air)” and “Shift to sprint • Collect crystals.” When pointer lock is lost during play, show “Click canvas to continue.” Falling below world Y=-15 ends the attempt and displays “You fell! Try again.” with a Restart (R) button. There is also an end-area completion condition: entering the final-island region (player x greater than 55, y greater than 1, and z between -3 and 7) after at least five crystals have been collected ends the game with “Reached the end!” plus crystals and elapsed time and restart control. Use full-screen canvas, no scrolling, black page background, and a clean minimal HUD overlay. Ensure the scene is playable as an actual real-time 3D game rather than a static scene.