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Arcade › Neon Jump

Neon Jump

  • 3d
  • platformer
  • obstacle-course
  • neon
  • arcade
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Reymond Cardinal built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Neon Jump yet. Play it, then tell Reymond Cardinal what you would add next.

Make your own game

Neon Jump was built by Reymond Cardinal 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 Neon Jump 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 Neon Jump

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 playable browser 3D obstacle-course game titled “Neon Jump.” Use a dark neon sci-fi aesthetic and a third-person perspective camera following a small humanoid mech robot. The player starts centered near the front of a long, narrow rectangular platform at approximately (x=0, y=0.8, z=5), facing down the course toward negative Z. The robot should be a mechanical humanoid with articulated arms and legs, rendered in a dark blue/black body style with bright cyan emissive highlights/glow; it should cast a shadow and use idle, walk/run, and jump animations when available. The camera should be a perspective camera with a broad third-person view, showing the robot from behind and above and the course stretching into the foggy distance.

Build one straight course: a dark blue-gray raised rectangular platform about 9 units wide and 52 units long, centered around z=-19, with a low dark sci-fi material. Put chunky side rails along both edges at x=-4.6 and x=4.6, each about 0.4 wide, 1.2 high, and 52 long. Add a much darker ground plane beneath/around it. Keep the player constrained within x=-3.8 to 3.8, prevent movement behind z=7, and stop it at z=-40. The scene background should be nearly black navy (#000011) with matching fog that obscures the far end. Use subtle blue directional/ambient lighting, cyan and magenta point lights, shadows, and gently flickering neon illumination.

The core goal is to run and jump from the starting end to a large golden portal at the far end around z=-38, y=1.8. The portal is a thick sci-fi pipe/ring shape, rotated sideways across the course, scaled large enough to pass through, colored metallic gold with orange-gold emissive glow, and accompanied by a warm golden point light. It should gently rotate back and forth. The player wins when within roughly 3.5 units of the portal and beyond z=-35. Stop the timer and show a centered gold glowing overlay reading “YOU WIN!”, the final completion time beneath it, and a “RESTART (R)” button. Pressing R after winning or clicking the button resets the player, timer, hazards, and overlay.

Place exactly six red spike-block hazards along the center lane at z positions approximately -8, -13, -18, -24, -29, and -34. Tint them dark red/crimson with a subtle red emissive glow. Each hazard should continuously move horizontally across the course around its center x=0, using different amplitudes around 2.4–2.8 units, different speeds around 1.8–2.6, and staggered phases, so the player must time lateral movement and jumps. Give them a tiny vertical bob and orient them forward-ish. If the player comes within about 1.35 units of a spike horizontally while their feet are below approximately 1.5 units, treat it as a hit: immediately reset them to the start, reset their movement velocity, and briefly flash the robot’s emissive color red before restoring cyan. There are no lives or health display; collisions simply restart the attempt after a short hit cooldown.

Movement must support WASD and arrow keys for horizontal/forward/back movement through the course, with SPACE to jump. Use responsive third-person character controls with approximately move speed 7, jump speed 11, and gravity -26. The player can jump over hazards, and animate the robot based on state: idle when still and grounded, walk/run while moving, and jump while airborne. Start the run timer automatically at game start, display it at the top center in large cyan monospace digits with cyan glow, and update it continuously in seconds (two decimal places). At the bottom center, display a cyan glowing monospace instruction bar: “WASD / Arrows: Move  |  SPACE: Jump  |  Reach the golden portal”. Keep the overall presentation minimal, dark, high-contrast, and arcade-like, with cyan UI, red hazards, and a gold goal against the deep navy fog.

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