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Arcade › Hobby Tower
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Declan McCann built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hobby Tower yet. Play it, then tell Declan McCann what you would add next.
Hobby Tower was built by Declan McCann 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 Hobby Tower 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 third-person obstacle-course game titled “Hobby Tower,” using a bright, playful low-poly style. Show a small rounded humanoid avatar centered in a large floating vertical tower environment, viewed from a smooth over-the-shoulder/behind camera at about 60-degree perspective. The world has a sky-blue background with light fog, soft shadows, bright hemisphere/sun lighting, and decorative circular rings and colored floating dots around the tower. The avatar is a simple toy-like character: capsule-shaped torso, spherical head, two tiny dark eyes, capsule arms and legs, and a small accent-colored ring/halo above its head. Start it red. Build one fixed ascending obby route from a large green starting floor at y≈0 to a gold finish platform at y≈33. Arrange widened colorful platforms in a zig-zag vertical path: white at (0,1.2,-8), yellow at (6.2,3,-8), cyan at (6.2,4.8,-2.5), pink at (-0.5,6.7,-2.5), purple at (-6.5,8.8,-2.5), green at (-6.5,11,4), yellow at (-0.5,13.4,4), pale cyan at (5.5,16,4), pink at (5.5,18.6,-2.4), lime at (0,21.2,-4.2), orange at (-5.7,24,-4.2), blue at (-5.7,27,2.3), white at (0,30,5.2), then the broad gold finish at (0,32.9,5.2). Platforms should be box-shaped, around 0.55 units thick, and made forgivingly wide (scale the regular platforms about 1.25x in horizontal dimensions). Add narrow white connecting beams on the route, a dark navy moving platform around (0,15,0) that oscillates horizontally with x=sin(time*1.35)*4.2, and four short red rotating hazard bars located near the cyan, green, pink, and blue sections. Hazards rotate and reset the player on contact. Include several floating gold torus coins placed over route sections; they rotate and bob slightly, but do not invent a collection mechanic or HUD counter for them. The player uses simple box/capsule collision against platforms: land on top, collide from sides/below, fall off the tower and respawn at the start. Gravity is strong, jump velocity is about 9.4, and movement is responsive: approximately 7.2 speed on ground, 5.4 in air, with one jump and coyote time. Touching the gold finish awards one win and returns the player to spawn after a short success message. Desktop controls: W/S or Up/Down move relative to the camera, A/D strafe, Left/Right rotate the camera, Space jumps, R resets to spawn, and K opens/closes the skin shop. Mobile controls: a translucent circular virtual joystick at bottom left, plus Jump, Reset, and Skins buttons at bottom right. Hide the mobile control row on wider desktop screens. Use a smooth camera that follows behind the player at roughly 12 units distance, 5.2 units above the player, looking at the player’s upper body; left/right keyboard input changes camera yaw. Add a fixed translucent rounded HUD overlay. Top-left display “Wins: 0,” “Height: 0%,” and “Skin: Red,” updating wins persistently through localStorage and calculating height as player y relative to 33, clamped to 0–100. Top-right show concise control instructions: “Up/Down move, Left/Right turn the camera. Space jumps. Beat the tower for wins and skins.” Show centered temporary messages such as “Hobby Tower — Climb to the gold top. Wins unlock skins.” at startup, “Back to Spawn — Climb again and touch the gold platform for a win.” on reset, and “Tower Beaten! — You earned 1 win. Total wins: N. Open Skins to equip new colors.” on completion. Implement a “Skins for Wins” panel toggled by K or the Skins button, with a two-column list of selectable cosmetic buttons. Skins and unlock costs are exactly: Red (0 wins), Blue Bolt (1), Gold Champ (3), Shadow (5), Lime Legend (8), Candy (12), Rainbow (20). Owned skins can be equipped; locked skins are dimmed and selecting one displays a locked message indicating how many more wins are needed. Skins change the humanoid body color and the accent halo: Red #e82d2d/#ffb0a6, Blue Bolt #2578ff/#9cffff, Gold Champ #ffc328/white, Shadow #171720/#9b4dff, Lime Legend #57e84a/#f5ff7a, Candy #ff66c4/#7cf6ff. Rainbow continuously cycles the body and halo through the full hue range. Use rounded Fredoka-like UI typography, dark translucent glass panels, white buttons with shadows, a yellow circular Jump button, and a colorful cheerful arcade presentation. Expose getGameState/setGameState-style debug state access if supported by the target creator, including player position/velocity, wins, equipped skin, height percentage, win state, camera yaw, and shop-open state.