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Lava Climb

  • 3d
  • platformer
  • first-person
  • vertical-climb
  • arcade
  • lava
  • mobile-friendly
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. Demitri built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Lava Climb yet. Play it, then tell Demitri what you would add next.

Make your own game

Lava Climb was built by Demitri 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 Climb 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 Lava Climb

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 browser-based 3D first-person vertical platformer titled “Lava Climb” using a dark volcanic tower setting. The player starts on a large safe platform at height 0 inside a very tall, semi-transparent cylindrical tower. The camera is attached to the player at eye level, with mouse pointer-lock look on desktop and drag-to-look on touch devices; movement is relative to the camera’s facing direction. Use WASD or arrow keys to move and Space to jump. Provide mobile on-screen controls: a four-button D-pad at the lower left (up, left, down, right) and a large circular orange “JUMP” button at the lower right. The game should also start/restart through an on-screen “Start climb” button, or Enter/Space when not running.

The core goal is to climb as high as possible by chaining jumps between small floating rectangular box platforms while a glowing lava disc rises from below. Platforms are procedurally arranged upward in a winding/alternating pattern around the tower, roughly every 3.4–4.2 vertical units, with varied horizontal positions, widths and depths that gradually become slightly smaller. Include a second small platform near the start and generate a tall route well above the player. The player has capsule-like movement physics: gravity, acceleration, air control, friction, tower-wall bounds, and collisions when falling onto platform tops. Give the player a double jump: one jump while grounded and one additional midair jump, with the second jump slightly weaker. Do not show the player body in the first-person view, but the underlying avatar can be a small blue capsule with a simple dark face detail. Keep the player inside the cylindrical wall boundary and prevent walking outside it.

Add hazards on some higher platforms: dark cone-shaped spikes with a red/orange emissive glow. On contact, they push the player sideways/upward and cause a brief camera shake rather than instantly ending the game. Touching the rising lava ends the run. Lava begins around -7m and rises slowly, with mild catch-up pressure when the player is far above it. Make the lava a broad glowing orange-red disc with pulsing scale and a nearby orange point light.

Visual style: stylized low-poly/clean Three.js graphics, very dark maroon-black background and fog, warm orange lighting, strong emissive lava and hazards, soft shadows, and floating orange ember particles rising around the player. Surround the climb with a translucent dark cylindrical tower wall and subtle horizontal ring lines at intervals, with brighter rings every fifth interval. Standard platforms are dark brown; checkpoint platforms are bright green and emissive. Every ninth-ish generated platform is a green checkpoint; when landed on, it becomes brighter yellow-green and records the checkpoint height as a progress beat. There is no need to add checkpoint respawning if it is not otherwise implemented.

Overlay HUD: fixed at the upper left, show three bold white lines in a translucent dark rounded rectangle with a thin orange-brown border: “Height: [whole number]m”, “Lava: [whole number]m”, and “Best: [whole number]m”. Height is the highest player position reached during the current run; lava is its current vertical height; Best persists between runs using browser local storage. On desktop, show an upper-right help panel reading “WASD / arrows to move · Drag/mouse to look · Space to jump · Don’t touch the lava”. Hide that help panel on small/coarse-pointer screens. At launch, show a centered translucent dark rounded start panel with the title “Lava Climb”, the instruction “Jump upward from platform to platform before the lava catches you.” and an orange gradient “Start climb” button. When lava catches the player, stop the run and show a centered game-over panel titled “Lava got you”, text such as “You climbed [whole number]m. Jump back in and beat it.”, and change the button to “Restart climb”. Use responsive full-screen canvas UI, rounded controls, orange gradient buttons, and no score, ammo, lives, or enemies beyond the lava and spike hazards.

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