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시간 점프

  • 3d
  • platformer
  • precision-platforming
  • time-trial
  • third-person
  • low-poly
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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. 남영욱 (TOOT) built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about 시간 점프 yet. Play it, then tell 남영욱 (TOOT) what you would add next.

Make your own game

시간 점프 was built by 남영욱 (TOOT) 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 시간 점프 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 시간 점프

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 third-person platforming game titled "시간 점프" (Time Jump). Use a dark navy world background (#08111f) with matching distance fog, simple low-poly geometric visuals, soft shadows, and cool blue lighting from a hemisphere light plus a bright directional sun. The camera should be a perspective third-person camera that follows the player from behind at roughly 8.5 units away, with a 62-degree field of view.

The player is a small upright yellow/gold capsule character, approximately 0.42 units wide and 1.42 units tall, standing initially at the center of a large blue starting platform. Let the player move with WASD or the arrow keys and jump with Space; on mobile, provide a virtual joystick/control scheme. Movement should feel like standard third-person platforming, with about 6.2 movement speed, 9.2 jump speed, gravity around -23, and a generous slope limit around 48 degrees.

Build a floating vertical obstacle course above an empty dark void. Make the static platforms rectangular blue blocks with beveled-looking lighting from their box geometry. The starting platform is a broad 9 x 1 x 9 block centered around (0, -0.55, 0). Arrange the ascending static route as follows: a blue 4.2 x 0.7 x 3.5 platform at (-4, 1.3, -7), a blue 4.3 x 0.7 x 3.2 platform at (2.5, 3.1, -12), a blue 4.2 x 0.7 x 3.2 platform at (8, 4.8, -8), a blue 4.5 x 0.7 x 3.4 platform at (4.5, 6.3, -1), and a final blue 5.2 x 0.7 x 4.2 platform at (-1, 8.0, 5). The player starts at (0, 1.2, 0).

Add three orange moving platforms that are important to the jumps. They are rectangular blocks with a warm orange material and subtle dark orange emissive glow. Moving platform A starts at (-1, 2.2, -4), size 3.6 x 0.65 x 2.6, and oscillates along the X axis around x=-1 with amplitude 4.2 and speed 1.25. Moving platform B starts at (6.5, 4.0, -5), size 3.2 x 0.65 x 2.5, and oscillates along Z around z=-5 with amplitude 4.5 and speed 1.05, with a phase offset of 1.2. Moving platform C starts at (1.5, 6.6, 2.3), size 3.4 x 0.65 x 2.5, and oscillates along X around x=1.5 with amplitude 3.0 and speed 0.9, with phase offset 2.1. Their motion should be continuous sinusoidal motion while the game is running.

Place a glowing green/cyan finish beacon on the final platform at (-1, 8.48, 5): a thin cylinder/disc about 0.7 radius and 0.18 tall, plus a luminous torus ring of radius about 1.0 hovering around it at y=9.0. Rotate the ring continuously and slowly rotate the beacon so the goal visibly animates. The player clears the game when the capsule comes within approximately 1.35 units of the beacon.

The core rule is a 60-second countdown. Show the remaining time with one decimal place, beginning at 60.0, and count it down continuously during active play. If the player falls below y=-8, teleport them back to the starting position (0, 1.2, 0) and subtract 3 seconds from the remaining time. When the timer reaches zero, stop gameplay and show a centered failure overlay titled "시간 초과" with the message "플랫폼을 다시 건너보세요." When the player reaches the finish beacon, stop gameplay and show a centered success overlay titled "클리어!" with a message reporting the remaining time to one decimal place, such as "남은 시간 57.0초". In either ending state, provide a clearly visible "다시 시작" (Restart) button that resets the player, timer, elapsed time, completion state, and moving-course play state.

Create a fixed HUD in the upper-left: a translucent dark blue rounded panel with a thin cyan-blue border, soft shadow, and slight backdrop blur. It contains the Korean title "시간 점프", a large bright cyan timer, and the instruction line "WASD / 방향키 이동 · Space 점프 · 모바일은 조이스틱" in muted light blue-gray. The centered end-state dialog should use the same dark translucent styling, rounded corners, cyan border, white title, pale descriptive text, and a cyan restart button. Keep the game fullscreen, with no visible borders around the canvas, and responsive resizing for desktop and mobile screens.

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