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Berlin Life

  • 3d
  • arcade
  • timing
  • casual
  • park
  • endless
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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. morenikeji baruwa built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Berlin Life was built by morenikeji baruwa 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 Berlin Life 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 Berlin Life

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.

Rebuild a playable 3D browser game titled “Hop & Loop,” an arcade timing challenge set in a bright, stylized sunny park. Use a fixed third-person perspective camera positioned high and in front of the play area, looking toward the center of a circular pale-green jump pad. The scene should use soft shadows, light fog, a cyan-blue sky/background, warm sunlight, and cheerful low-poly/blocky art.

Gameplay scene: place a player-sized blocky humanoid character at the center of the circular jump pad, initially standing at ground level. Put two blocky humanoid rope holders on opposite sides, approximately 10.6 units apart, facing inward. Render a thick golden-yellow rope as a curved line between the holders, plus a softer translucent pale-yellow glow line. The rope continuously swings/cycles across the player: its middle portion rises and falls in a smooth periodic motion, with a slight forward/back depth sway. The important timing moment is when the rope sweeps low through the player’s position. The player must jump over it at that moment.

Controls: Spacebar or a primary pointer/touch tap makes the player jump; ignore jump requests while already airborne. The jump lasts about 0.78 seconds and follows a smooth arc, reaching roughly 1.45 units above the ground, with a very slight body tilt while airborne. Include a keyboard P shortcut and a top-right Pause button to pause/resume the action. The pause button must not trigger jumping when clicked.

Rules and scoring: begin with 3 lives, score 0, and streak 0. The rope cycles continuously, with an initial speed around 1.75 and progressively accelerating based on score, capped around 3.6. Detect each valid low rope crossing only once per cycle. If the player is high enough (around 0.72 units or higher) when the rope crosses low, award 1 point; after the first successful jump, award a streak bonus equal to the streak, capped at 5, so display feedback such as “NICE JUMP!” for a normal success and “PERFECT +N” for a bonus success. Increase the streak on successful crossings. If the player is not high enough, subtract one life, reset the streak, and show an “OUCH! ♥ N” message. When all three lives are lost, stop the game and show the game-over/restart overlay. Persist the best score locally between sessions; when a new best is reached, show “NEW BEST! 🎉” once after the score passes 4.

HUD and menus: keep a fixed HTML-style overlay over the 3D canvas. At the top left, show a dark translucent navy rounded pill with large bold “Score 0” (updated score) and a smaller “Best 0” line; the best line may also include the current heart/life count, matching the game’s compact HUD. At top right show a rounded pale-yellow Pause button with a darker lower shadow. Show short centered feedback messages near the upper-middle of the screen, in bold white or success/failure colors with a dark text shadow, fading away. At the bottom center show a dark navy rounded hint reading “SPACE / TAP TO JUMP.”

On the initial screen, dim the scene with a translucent blue overlay and center a large white rounded modal card with a deep blue drop shadow. The card should contain the coral-red title “Hop & Loop” with a yellow offset/shadow effect, the subtitle “A sunny park rope challenge,” a pale blue rounded instruction panel saying “Jump when the rope sweeps low. Land cleanly for bonus points, and keep your streak alive!”, and a mint-green “Start jumping” button with a darker green bottom shadow. Starting hides the modal and resets score, lives, streak, rope timing, and speed. On game over, show the same modal with text like “Final score: N • Best: N,” explain that the rope got the player, hide the start button, and offer an orange “Restart game” button; restarting returns to a fresh run.

Environment dressing: use a large green circular park ground, the central pale-green circular pad, and a short tan rectangular park path behind the play area. Add scattered small colorful flowers, several low-poly trees around the distant edges, and about seven simple blocky spectators in varied bright clothing arranged behind the rope area. Use a sunny pastel palette, rounded UI, chunky geometry, ambient/directional lighting, soft cast shadows, and an uncluttered fixed camera so the rope timing and player are always clearly visible. Include simple jump and looping background audio if supported, with audio beginning after the start interaction.

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