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Arcade › Lab Parc Obby
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Znolo Znolo built it with Cinevva, so it works on a phone or a tablet too.
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Lab Parc Obby was built by Znolo Znolo 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 Lab Parc Obby 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.
Recreate a playable 3D obstacle-course game titled “Lab Parc Obby,” using a dark neon sci-fi/laboratory-park aesthetic. Use a Three.js-style perspective camera with a near-black navy background and subtle distance fog. The camera should follow a small pale pink/white capsule-shaped humanoid from behind and slightly above, looking toward the next platforms. Use soft hemisphere lighting plus a bright directional light and shadows. Core game flow and UI: On launch, show a centered rounded welcome panel over the 3D scene. The HUD remains visible behind/around it: top-left neon cyan uppercase “LAB PARC,” center/top a dark translucent rounded username pill, and top-right a green “Niveau 1 / 200” pill. The welcome panel is dark navy with a thin blue border and glow, rounded corners, and contains the small pink uppercase label “GAME CREATED BY ZNOLO,” a large heading “Welcome to Lab Parc” with “Lab Parc” in bright cyan, French subtitle “Un obby de 200 niveaux — choisis ton pseudo et grimpe jusqu'au sommet.”, a username input labeled/placeholder “Ton username,” a bright cyan-to-mint “Commencer” button, a secondary dark “Choisir un niveau” button, and the hint “WASD / flèches pour bouger · Espace pour sauter.” Preserve the responsive polished glassmorphism HUD styling. When the player starts, read the entered username (fall back to “Joueur”), hide the welcome panel, build the selected level, and show a bottom-center robot guide dialogue box with a robot emoji/avatar, French instructional messages advanced by an “OK” button: welcome the player, explain that the level requires avoiding the void, taking the crystal, and touching the green portal, and mention there are 200 trials. Movement is paused until the dialogue is dismissed. Show a small desktop hint at bottom-right: “Attrape les cristaux et atteins le portail ✦”. On narrow/mobile screens, provide translucent touch controls at bottom: left and right arrow buttons and a pink/orange jump button; on desktop hide these controls. Gameplay: The avatar is a simple pale capsule character, approximately 0.38 radius and 0.8 body height, standing on a dark blue starting block. Move horizontally with A/D or left/right arrows and move along the course with W/S or up/down arrows; movement speed is about 5 units/second. Space jumps with an upward velocity around 8.5, gravity is about 22, and landing is only possible on platform tops when descending. Falling below roughly y=-8 resets/rebuilds the current level. Rotate the avatar based on movement direction. Do not add enemies, combat, lives, timers, or invented hazards. Each level has a dark navy start platform, about 6 x 6 x 0.5, at the origin. Ahead of it, generate 5 to 9 small floating square platforms (the count is 5 + ((level-1) modulo 5)). Each platform is about 2.2 x 2.2 x 0.35. Place them in a zig-zag path moving deeper into the scene, with each successive platform about 3.2 units farther forward and alternating left/right offsets of roughly 1.6 units; increase the offsets and platform height as the level number rises, capped to the demonstrated range (difficulty = min(1, level/200), horizontal offset roughly 1.6 + difficulty*1.3, platform elevation roughly 0.25 + index*0.42 + min(2.2, difficulty*2)). Alternate bright cyan glowing platforms with hot pink glowing platforms (every third platform pink, the others cyan). The course should feel like a rising neon parkour path over a void. Place one small spinning-looking gold/yellow glowing octahedral crystal collectible in the course around the midpoint toward the final platform, and a luminous green finish portal represented by a torus ring near the end, oriented horizontally as implemented. The player collects the crystal by getting within about 1 unit; remove it and increment an internal score, with a short high-pitched chime. Reaching the green portal within about 1.5 units completes the level: if below level 200, increment the level, rebuild a newly generated harder course, refresh the “Niveau X / 200” HUD, and show the guide dialogue again. At level 200, show the dialogue text “Tu as terminé les 200 niveaux !” instead of advancing. Use short synthesized beep sounds for starting, jumping, collecting, and finishing. The level selection button opens a centered scrollable dark panel titled “Sélection des niveaux,” with the subtitle “Les niveaux se débloquent dans l'ordre.” and a grid of buttons for levels 1 through 200. Levels above the current unlocked level are visibly dimmed/locked and disabled; available levels are bright and selectable. Include a “Retour” button. Keep the game’s language and labels in French except for the English title/heading text shown above. Use saturated cyan, pink, gold, and green emissive materials, dark navy panels, rounded borders, glow effects, and a clean modern sans-serif interface matching the supplied screenshot.