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Glow Ascent

  • 3d
  • platformer
  • obstacle-course
  • parkour
  • neon
  • third-person
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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. Rani Chandra built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Glow Ascent yet. Play it, then tell Rani Chandra what you would add next.

Make your own game

Glow Ascent was built by Rani Chandra 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 Glow Ascent 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 Glow Ascent

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 obstacle-course platformer titled “Troll Tower: Glow Ascent.” Use a neon, low-poly sci-fi/cartoony aesthetic with emissive cyan, pink, purple, lime, yellow, dark navy, and gold materials, soft shadows, bloom-like glowing surfaces, and a tall vertical tower course suspended over a dark void. The camera should follow the player from behind at roughly 7 units away with a 60-degree perspective view. Support desktop WASD/arrow movement, Space to jump, Shift to sprint, and a mobile virtual joystick; show these controls in a bottom-center hint.

The player is a very simple stylized avatar: a small white rectangular body, a glowing yellow spherical head, and a cyan glowing ring/aura around the feet. Start at position (0,1,7) on a broad purple Spawn Base pad with cyan glowing circular ring and alternating cyan/pink stripes. Put dark ground/support scenery around the base. Add a chest, paired sign props, and a colorful arcade/soda vendor area around the spawn as decorative set dressing.

Build one continuous upward course with dark tower pillars at the left and right edges and glowing circular floor rings. The route should contain these exact stages and approximate positions/heights:
1. A cyan starting platform at (0,1.15,3.8), followed by a zig-zag “fake path”: pink platform at (-3,2.1,1), cyan platform at (3,3,-1), purple platform at (-3,3.9,-3.2), then a large lime Checkpoint 1 platform at (0,4.8,-5.1) with a lime glowing ring.
2. A field of 15 small vanishing tiles arranged in five columns and three rows, at heights around 6.3–7.9 and moving toward z=-1 to -3.9. Use cyan, pink, and purple tiles. Each tile should periodically pulse and disappear by shrinking vertically almost flat, then reappear, forcing the player to time jumps. Follow it with a lime Checkpoint 2 platform at (0,9,-5.9) and glowing ring.
3. A yellow Slide Entry around (0,10.5,-2.2), a wide tilted pink neon slide/ramp extending upward around z=1, side-jump ledges on the left at (-4,11.3,2.8) and right at (4,12,0.2), then a cyan Slide Catch at (0,9.9,5.9). Place a lime Checkpoint 3 at (0,13,-4.2) with glowing ring.
4. A hazard section with three long horizontal pink rotating bars at heights 15, 16, and 17, positioned progressively toward z=-1.2, -2.8, and -4.4. Alternate their rotation directions and make them continuously spin, so the player must avoid or jump over them. Add a final fake-path pair: cyan platform at (-3,16.2,-5.5), purple platform at (3,17,-7), then a large lime final platform at (0,18,-8.4) with a larger gold glowing ring.

At the top, create a VIP Winner Lounge on a large dark platform centered near (0,19,-8.4), surrounded by a gold ring. Include two yellow firework-launcher cylinders with pink rings, a gold cylindrical “Golden Rebirth” pedestal and floating/standing gold torus statue, a purple DJ stage with an arcade dance-machine prop, and a cyan central slide core with alternating cyan/pink spiral slide segments around it. Reaching the final checkpoint should count as the winner/rebirth state: increment the Rebirths counter once when the final checkpoint is reached. If the player climbs above the lounge (around y=21.5), switch the atmosphere to neon night.

Implement checkpoint respawning. The spawn base is the initial checkpoint; update to Checkpoint 1, Checkpoint 2, Checkpoint 3, and finally Winner Lounge when the player reaches each lime checkpoint. If the player falls below y=-4, teleport them back to the current checkpoint with a small upward offset. Track and display the current checkpoint, a derived floor number (spawn is Floor 0; checkpoint progression rises through the tower), and Rebirths.

The tower mood changes with altitude. Use three atmosphere states: below y≈7 is bright blue DAY with dark-blue background/fog and warm sunlight; around y≈7–14 is pink/orange EVENING with purple-red background/fog; above y≈14 is dark blue/purple NEON NIGHT with deep navy background/fog and cooler lighting. The HUD atmosphere label should update to “ATMOSPHERE: DAY,” “ATMOSPHERE: EVENING,” or “ATMOSPHERE: NEON NIGHT.” Use a hemisphere fill, warm directional sun/shadow light, and two colored point accents (pink and cyan) whose heights gently animate.

Overlay a fixed, translucent dark HUD panel at the upper left with cyan border/glow and rounded corners. It must read: “TROLL TOWER · GLOW ASCENT,” followed by “Climb the fake paths, survive the vanishing tiles, and reach the VIP lounge. The tower changes mood as you rise.” and a status line formatted like “Checkpoint: Spawn Base · Floor 0 · Rebirths 0.” Put the rounded atmosphere pill at upper right and the control hint at bottom center. Keep the presentation clean and mobile-responsive, with the 3D world filling the screen and no extra menus or invented enemies, collectibles, weapons, score, or lives.

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