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Frost Drift

  • 3d
  • platformer
  • ice
  • slippery
  • isometric
  • winter
  • arcade
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Frost Drift yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Frost Drift was built by Oleg Sidorkin 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 Frost Drift 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 Frost Drift

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 playable 3D/2.5D isometric-style slippery ice platformer titled “Frost Drift.” Use Three.js or an equivalent 3D engine, with a soft orthographic-like perspective camera following behind and to the side of the player: the camera sits roughly at player position minus 5.8 on X, plus 5 on Y, plus 7.2 on Z, smoothly follows, and looks toward a point slightly ahead of the player. The world is a bright frozen sky with pale cyan background and fog, falling white snow particles, strong soft shadows, and floating icy platforms suspended over clouds/cold blue water.

Player: use a small blocky character (Kenney-style character-a GLB if available, otherwise a simple low-poly/capsule character) wearing warm orange/brown clothing with dark blue/green lower clothing. Place the player at the start of the course. The character slides with momentum on ice: WASD or arrow keys move relative to the camera/screen direction, Space jumps, and on mobile provide a four-button directional pad plus a large Jump button. Use gentle acceleration, very low passive drag, limited braking when reversing, modest air control, a maximum ground speed around 5.55 and air speed around 5.85. Gravity is strong, jumps are about 7.35 upward velocity, and releasing Space early cuts the jump height. Rotate the character toward its velocity and give it a subtle lean while moving. Leave short paired white translucent skid marks behind fast movement that fade out.

Build one winding floating course from icy rectangular islands and narrow ledges, following an overall route from approximately world position (0,0) toward (31,-1) with changing Z direction. Each platform should have a translucent pale cyan glossy ice cap, light blue frozen sides/cliff-block dressing, and snow highlights. Include these sections in order: a large 4.8 by 3.6 starting island at height 1.0; an offset diagonal-launch platform around (3.8,-1.8), separated by a visible cold-water gap; a narrow outer ledge around (6.8,-4.0); a small banked icy ramp around (8.9,-2.35); a raised first checkpoint island around (10.4,0.25); a moving crosswind floe around (13.7,0.35) that travels back and forth along Z over a blue basin; a catch/turn platform around (16.6,2.35); a broad spike-dance arena around (20,2.35); a very narrow north-south knife ledge around (22.6,-0.7); a second raised checkpoint island around (24.4,-3.65); a moving final floe around (27.1,-3.35) that travels back and forth along X; a final ramp around (29.5,-2.1); and a broad finish island around (31.2,-0.85). Make gaps dangerous: falling below the cloud course or touching cold water resets the player to the latest checkpoint.

Implement hazards exactly as visible course features: translucent blue cold-water volumes in the diagonal gap, outer turn, crosswind basin, on both sides of the narrow knife ledge, and beneath the final moving section. Place large stylized spike traps in the spike arena at roughly (19,1.35), (20.15,2.45), and (21.25,3.35), plus a spike near (22.6,0.95). Spikes should not immediately kill/reset: when touched, briefly blink the character, increment a spike-hit counter, shove the player away with a bounce/knockback, and provide a status message such as “Spikes pushed you back · Hits N.” Prevent repeated spike hits for a short cooldown.

Add glowing checkpoint markers: each is a thin cyan pole with a bright cyan torus ring above it. Place checkpoints at the start, on the first raised island, and on the second checkpoint island. Touching one updates the latest respawn location and displays “Checkpoint N/3.” Add a glowing green finish gate at the end: two pale gate posts around the finish volume, a rotating bright mint ring and a green point light. Reaching it stops the player and displays a large centered completion message like “You reached the gate! Press R or Restart,” with status “Course complete.” The R key/restart button should restart from the beginning after winning; otherwise the Restart button resets to the latest checkpoint. Show a status reset counter when falling or entering water.

HUD: overlay the title “Frost Drift” in dark teal at the upper left, a rounded translucent white status panel at upper right with objective text initially “Reach the glowing finish gate,” a Restart button below it, and bottom-left help text “WASD / Arrows move · Space jumps · Ice keeps sliding.” On touch devices show the directional pad and Jump button at the bottom, hide the help text, and keep Restart accessible. Use rounded white/cyan panels, dark teal typography, mint finish glow, glossy translucent ice, pale blue atmosphere, and a clean low-poly winter aesthetic. Do not add combat, enemies, collectibles, health, ammo, or extra levels; the core goal is to maintain momentum, jump between floating ice platforms, avoid water and spike knockback, activate three checkpoints, and reach the glowing gate.

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