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Arcade › Lava Cat Cavern
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mig built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Lava Cat Cavern yet. Play it, then tell Mig what you would add next.
Lava Cat Cavern was built by Mig 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 Lava Cat Cavern 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-playable 3D side-scrolling endless platformer titled “Lava Cat Cavern.” Use Three.js primitives and a perspective camera in a side-on view: the player moves primarily along the horizontal X axis, with a fixed depth/Z plane and a camera that smoothly follows ahead and above the cat. Set the scene in a very dark cavern with a nearly black-purple background and fog, a broad glowing emissive orange-red lava plane at y=0, warm orange lava lighting, and distant dark cavern backdrop walls. The playfield should visually match a stark silhouette style: almost-black rock platforms with occasional slightly lighter facets, vivid lava below, and strong orange rim/glow from the lava. The player is an anthropomorphic black cat assembled from articulated Three.js primitive meshes rather than an external model. Make it a readable side-facing silhouette with a pelvis and two-part torso, neck, rounded head, pointed ears, forward snout, small glowing yellow eyes, simple brows and mouth, segmented arms and legs with hands and feet, and a large fluffy segmented tail extending behind it. Add a subtle pale/white outline or back-facing silhouette around the black fur so the cat remains visible against the dark cavern. The cat should have a simple walk cycle with alternating arm and leg swings, bobbing, tail swishing, squash/stretch, and distinct airborne posing; it faces the direction of travel. Start with a safe wide platform around the cat, then continuously generate an endless chain of dark rectangular rock platforms ahead. Platforms should vary in width (roughly 4–14 world units) and height, with reachable vertical steps, plus occasional smaller raised mid-air ledges. Remove old chunks behind the player for stable performance. Place occasional hazards on platforms: metallic gray cone spikes in groups across part of a platform, or orange translucent/emissive fire jets that pulse on and off on a timed cycle. Spikes and active fire should damage the player on overlap; inactive fire should shrink and dim. Implement platformer physics with gravity and simple AABB collision: horizontal acceleration/damping with a capped run speed, landing on platform tops, bumping platform undersides, and falling into the lava. Controls: A/D or Left/Right move; Space, W, or Up jump; allow a double jump with two jumps available and refresh jumps on landing; S or Down applies fast-fall; R restarts and regenerates the run with a new random layout. On mobile/touch devices show on-screen Left, Right, Down, Jump, and Restart buttons, and allow tapping the canvas to jump. Require an initial click/key/touch to enable synthesized sound, with light jump, hit, lava, and eruption tones/noise if audio is available. Give the cat 3 hit points shown as three small rounded red gradient health blocks/hearts in the top-left HUD, turning translucent/empty when lost. Show an advancing distance score in meters such as “0m” in a rounded dark translucent box at top right; score is the maximum X distance reached and does not decrease if the cat moves backward. Add a small translucent dark help panel along the bottom-left with bold desktop instructions “A/D move • Space jump • S fast-fall • R restart” and a smaller note “(Tap once to enable sound)”; on touch devices substitute Left/Right/Jump/Down/restart wording and move the panel upward to avoid the buttons. On taking damage, briefly enter a hurt state: the cat sits, clutches/reaches toward its butt, kicks its legs, squints, opens its mouth, and has temporary invulnerability. Lava and active fire should also launch it upward, make the eyes/face look panicked, and create a brief orange flame burst plus ember/smoke particles from its rear. If all HP is lost, make the cat limp/ragdoll downward; if it is in lava, let it sink and struggle briefly before erupting back upward from the lava. Recover at the last solid safe ground position rather than resetting all progress, with a short terrain-noclip launch window, restored 3 HP, flame burst, burning-butt animation/trail, and brief invulnerability before normal play resumes. Keep the overall presentation minimal, high-contrast, moody, and arcade-like, with no invented collectibles, enemies, weapons, levels, or victory screen.