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Josh Jumps

  • 2d
  • platformer
  • pixel-art
  • parkour
  • 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. Hudson Peterson built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Josh Jumps yet. Play it, then tell Hudson Peterson what you would add next.

Make your own game

Josh Jumps was built by Hudson Peterson 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 Josh Jumps 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 Josh Jumps

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 game titled “Josh Jumps,” a side-view 2D pixel-art parkour platformer rendered crisply at a 384x216 virtual resolution and scaled to fill the browser with nearest-neighbor/pixelated edges. The camera follows Josh horizontally through a long city course and has slight vertical tracking; keep a chunky voxel-inspired skyline in three parallax layers behind the playable platforms. Use a bright gradient sky from blue at the top through pale cyan to warm peach near the bottom, dark street/void gaps at ground level, and a subtle dark pixel vignette/frame around the screen.

Player: Josh is a small but relatively detailed pixel teen, about 14x28 world pixels, with separated legs and shoes, a blue/cyan hoodie, backpack strap, arms and skin-colored hands, face with hair, eye and nose pixels, and a yellow “JOSH” label floating above him. Face him in the movement direction and animate a tiny running leg swing while moving on the ground. Begin on the left side of the level. Apply gravity around 1550, horizontal acceleration around 1850, maximum horizontal speed around 245, friction when no direction is held, and jump velocity around -540. Support coyote time of about 0.09 seconds and jump buffering of about 0.12 seconds so jumps remain forgiving. Josh can jump from platforms, wall-jump when pressing jump against a vertical building face, and wall-slide slowly down a wall (cap falling speed near 90 while sliding). A wall jump launches away from the contacted wall at about 245 horizontal speed and 0.88 of normal jump height. Falling below the world or touching a dark alley hazard counts as a fall and respawns Josh at the current checkpoint, preserving score and increasing Falls.

Controls: keyboard A/D or Left/Right arrows move, Space jumps, and W/Up can jump and climb. Holding Up or the jump button while overlapping a green pipe/fire escape makes Josh climb upward at about 155 pixels per second, aligns him toward the pipe, and suppresses normal gravity. Press R to restart from Level 1 with score and falls reset. On touch devices, show large pixel-styled on-screen Left, Right, and JUMP buttons at the bottom; hold buttons for movement/climbing. Starting a level displays a centered dark instruction panel; dismiss/start play when movement or jump input begins. Play a short jump sound effect on jumping.

HUD: fixed white pixel-font text with a dark shadow. Top-left reads “JOSH JUMPS,” then “Level 1/3 Score 0 Falls 0” (with a temporary CLIMB or WALL indicator when applicable). Top-right shows elapsed seconds with one decimal. Use a centered message panel for each level introduction and, after the final level, a win message showing total score, deaths/falls, and that all three levels were cleared; tell the player to press R to run again.

Build exactly three sequential levels, automatically advancing when Josh overlaps the red-and-yellow finish flag on the final rooftop. Score coins for +100 each, checkpoints for +250, and finishing a level for a time-based bonus of max(100, 1000 minus elapsed time in tenths of a second). Coins are small animated/pulsing square voxel coins with gold/orange shading. Checkpoints are chunky posts with flags that change from pale/white to green when activated. The finish is a white post with a red flag and yellow stripe.

Level 1, “Rooftop Sprint”: start on a green park block at x=0, y=184, width 130. Cross gaps and climb through a route of raised city platforms: a small blue-purple bus-stop roof, a red brick ledge, a narrow tall wall for wall jumping, a tiny rail, a purple billboard, a chimney, a broad low rooftop, an antenna step, a high rooftop, then a large cyan-topped finish roof at the far right. Include dark hazards/gaps approximately after the start, after the wall, after the billboard, and before the final section. Add a green vertical intro pipe on the tall wall. Place nine coins along the route, including above the bus stop, wall, rail, billboard, chimney, rooftops, antenna and finish area. Set a checkpoint around the first broad rooftop.

Level 2, “Fire Escape Climb”: start on a blue street platform. Make the route climb through an apartment block, balcony, very tall narrow wall, narrow balcony, broad house roof, purple laundry-line platform, tall blue glass tower, two small air-conditioner-like steps, a row house and a wide goal roof. Include alley gaps near the start, a wide gap before the tower and a construction pit before the goal. Add a green pipe beside the apartment and a tall green fire-escape pipe on the tower. Place eight coins across the apartment, balconies, wall top, laundry line, tower, air steps and goal. Set a checkpoint at the tower.

Level 3, “Radio Tower Goal”: start on a green-topped house, then require progressively higher movement across a left wall, right wall, mid roof, a pipe house, a micro ledge, a cyan tower base, a very tall purple radio wall, a purple billboard step, a final brown house and a long blue goal spire. Include gaps between the initial walls, around the pipe house, before the radio wall and before the final house/goal. Add a green climbing pipe on the pipe house and a tall radio ladder on the radio wall. Place eight coins above the walls and route platforms, including the radio tower and final spire. Set a checkpoint around the tower base and put the finish flag at the top/right end of the goal spire.

Art direction: all playable platforms should be chunky shaded blocks with a brighter top/roof edge, darker front/side face, offset voxel-like depth, dark outlines and small repeating tile marks. Houses and rooftops use muted brick red, slate blue, purple, brown, green and cyan palettes. Add pale square windows in rows to house/roof/street blocks, with tiny brighter highlights; tall houses can have a dark vertical fire-escape detail. Pipes are bright green blocks with pale horizontal rungs. The background skyline consists of repeated chunky blue buildings with pale glowing square windows at three parallax speeds, while the street is a dark navy voxel slab and gaps are nearly black. Keep gameplay strictly side-on and focused on jumping, wall-jumping, pipe climbing, collecting every reachable coin, avoiding gaps, activating checkpoints and reaching the final flag.

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