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Arcade › Mountain Run

Mountain Run

  • 3d
  • arcade
  • runner
  • platformer
  • mountain
  • mobile
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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. It was built with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Mountain Run was built 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 Mountain 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.

Read the build brief for Mountain Run

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 simple 3D third-person endless-style mountain climbing run titled “Mountain Run.” Use a portrait-friendly full-screen WebGL scene with a pale blue sky/background and light atmospheric fog. The camera should follow behind and slightly above a blocky climber, looking forward up the mountain path; smoothly ease the camera toward a position about 10.5 units behind the player, 6.5 units above them, and aim several units ahead. Use bright, low-poly, clean geometric visuals with soft lighting and no shadows required.

The player is a small stylized climber made from primitive meshes: a red rectangular torso, a peach spherical head, and a dark blue backpack. Start them at the near end of the route, centered horizontally, moving automatically forward/uphill along negative Z. Allow horizontal steering left and right, clamped to a narrow playable width (approximately x=-4 to x=4), while forward motion is automatic at a steady speed. The player can jump with a short upward impulse and gravity; jumping is available while grounded. Rotate the climber slightly in the steering direction. If the climber reaches the lateral boundary, end the run with a failure state; there is no health, combat, weapon, or enemy system.

Build the mountain as a long sequence of 18 broad, rectangular stepped platforms extending into the distance. Each successive step is slightly taller than the previous one, creating a climb toward the summit, with the route progressing from around z=8 to z=-32. The lower and middle steps are muted green, while the highest steps are snow-white. Add dark desaturated green/blue cliff blocks along both sides of every step to frame the route and create a canyon-like mountain corridor. Place several visible low-poly rocks along the path at alternating sides and depths (roughly around x=-2.4,z=3.2; x=2.1,z=-1.7; x=-1.7,z=-7.1; x=2.4,z=-13.5; x=-2.3,z=-19.5; x=1.3,z=-26.2). They are environmental rock obstacles to dodge visually; keep the route readable. Cap the summit with a white platform and place a golden flag there: a thin brown vertical pole with a small gold/yellow rectangular pennant. Reaching the summit near z=-31 ends the run successfully.

Use an overlay HUD rendered over the 3D view. At the top, show a translucent dark blue-gray rectangular header with the large white title “MOUNTAIN RUN,” “Altitude 0m” on the left (updating as the player advances), and “Best 0m” on the right (persist the best successful altitude locally). On the initial screen, show a large translucent dark centered panel with the heading “CLIMB THE MOUNTAIN,” the instruction “Reach the golden flag. Dodge rocks and jump gaps.”, and a bright gold “TAP TO START” button. During active play, show translucent dark touch-control panels near the bottom: left/right directional controls on the lower left and a “JUMP” control on the lower right. Support both touch/pointer input and keyboard controls: left arrow/A, right arrow/D, and Space/up arrow for jump; tapping the start/restart screen begins a run.

When the player falls outside the allowed lateral route, show a centered dark end panel reading “YOU SLIPPED!”, “Altitude score: [value]m,” and a gold “TAP TO CLIMB AGAIN” button. When the player reaches the summit, show “SUMMIT REACHED!” in warm pale yellow, the altitude score, and the same restart button. Restart resets the player to the beginning and the score to zero. Keep the experience minimal and arcade-like: no menus beyond the start/end overlays, no enemies, no collectibles, no health bar, and no additional abilities.

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