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Arcade › Knight Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. william.schmidt35 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Knight Run yet. Play it, then tell william.schmidt35 what you would add next.
Knight Run was built by william.schmidt35 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 Knight Run 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 compact 3D side-scrolling platformer titled "Knight Run" with a classic arcade platformer feel. Use an orthographic side camera and a clean, slightly pixelated 2.5D presentation: render at a lower internal resolution with nearest-neighbor filtering, then scale to the browser window. The world should be viewed from the side along the X/Y plane, with the player and gameplay objects centered at Z=0 and a camera that smoothly follows the player, looking somewhat ahead to the right and upward. Use a dark navy sky gradient fading toward near-black at the bottom, with a large pale yellow sun high in the background and subtle atmospheric fog. The player is a small pixel-art knight sprite anchored at the feet. Draw an 8-bit style 48x48 sprite with a dark outline, silver helmet and visor, exposed face, bright blue tunic, silver boots, red plume, silver shield with a red inset on the left, and a diagonal silver sword with gold hilt on the right. The sprite should face left or right based on movement and have a very subtle running sway/bob. The knight begins at approximately X=-22 above the starting ground, with three lives. Build one fixed handcrafted level extending horizontally to the right. Use large gray stone-block platforms with lighter gray top strips. There is a long low starting ground platform from about X=-30 to X=30, followed by another long ground section beginning around X=7 and extending far right, with staggered raised platforms: a platform around (8, 1.6) of width 6, one around (15, 3.3) of width 6, one around (22, 5.0) of width 7, then platforms around (30, 2.2) and (37, 3.6), each width 6. Near the finish, create a rising staircase of five stone platforms around X=52, 56, 60, 64, and 68, with heights approximately 1.2, 2.4, 3.6, 4.8, and 6.0 and width 5 each. Place a finish flag near X=72: a thin light metal pole rising from the ground with a blue rectangular flag near its top. Place eleven collectible gold coins along the route at roughly (6,2.2), (8,3.4), (15,5.2), (22,7.0), (30,4.3), (37,5.7), and along the final staircase at (52,3.3), (56,4.6), (60,5.8), (64,7.0), and (68,8.2). Render each as a shiny gold torus/ring, oriented visibly from the side, gently rotating and bobbing. Collecting one makes it disappear and awards 10 points. Add three bright green spherical slimes, each about 1.3 world units wide, on the low route near X=18, X=35, and X=58. Give them a gentle squash/stretch bob and have them patrol horizontally at about 2.2 units per second, turning around when their forward ground probe finds no platform or when they meet a solid. The knight defeats a slime by landing on it while descending from above; the slime disappears, the knight gets a small bounce, and the score increases by 50. Touching a slime from the side costs a life. Implement responsive platformer physics with AABB collision against stone platforms. Give the knight snappy horizontal acceleration, drag, and a maximum horizontal speed around 8; gravity around -28; jump velocity around 11.2; and a fast-fall control that forces downward velocity to at least -45 while Down is held. Prevent falling through platforms and resolve horizontal and vertical collisions cleanly. Add forgiving controls: approximately 0.10 seconds of coyote time after leaving a platform and approximately 0.10 seconds of jump input buffering. Controls are Left/Right arrows or A/D to move, Space or Up to jump, Down to fast-fall, and R to restart the entire level. Prevent browser scrolling from the arrow keys and Space. The player automatically collects coins on overlap. If the knight falls below roughly Y=-12, or hits a slime from the side, subtract one life and show a short respawn message before returning to the starting position with zero velocity. Begin with 3 lives. When lives reach zero, stop normal play and show "Defeated! Press R to restart". Reinitialize all coins, slimes, score, lives, timer, and victory state when R restarts. Reaching the goal flag's broad collision region wins the level, freezes normal gameplay, stops the timer, plays a victory message showing the final score, and displays "Victory! Score [score] — Press R to play again". Use a minimal dark translucent HUD at the upper-left showing SCORE, LIVES, and TIME with one decimal place. Beneath it show a compact controls hint: "Move: A/D or ←/→ · Jump: Space · Fast-fall: S/↓ · Restart: R" (the implementation should support Down; optionally also support S if desired for matching the hint). Show temporary centered/top overlay banners for sound activation, hits, defeat, and victory. Add simple Tone.js-style synthesized sound effects: a short C4 triangle blip on jump, a higher E5 pluck on coin collection, a G4 blip on stomping a slime, a low G2 thud on taking damage, and a four-note C5-E5-G5-C6 arpeggio on victory. Require a click or key press to initialize audio in browsers.