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Pipe Hop

  • 3d
  • arcade
  • flappy-bird
  • side-view
  • endless
  • casual
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. Rebekah Guarino built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pipe Hop yet. Play it, then tell Rebekah Guarino what you would add next.

Make your own game

Pipe Hop was built by Rebekah Guarino 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 Pipe Hop 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 Pipe Hop

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 side-view 3D Flappy Bird-style arcade game titled “Pipe Hop,” using Three.js with an orthographic camera and a crisp 2D-like composition. Keep the camera fixed looking straight across the playfield; the playable world is approximately 24 units wide by 18 units tall, with the bird held at x=-5 while pipe pairs enter from the right and scroll left.

The player avatar is a small stylized yellow bird made from a rounded sphere body, with slightly darker yellow oval wings on both sides, a short orange cone-shaped beak pointing right, and tiny dark eyes. Give the meshes soft lighting, gentle shadows, and a simple toy-like 3D appearance. The bird constantly falls under gravity once play starts. Its initial position is (x=-5, y=0), its collision radius is about 0.72, and it flaps upward when the player presses Space, clicks, or taps; each flap sets upward velocity to about 8.2 in Level 1. Show the bird tilting according to its vertical velocity, nose-up while rising and nose-down while falling, with subtly animated wings.

The goal is to survive and pass through the gaps in green pipe pairs. Spawn pipe pairs on the right at x about 16 (world right 12 plus 4), then move them left. Each pair consists of a bright green rectangular upper pipe and lower pipe, each 2 units wide and 2.2 units deep, with darker green caps that extend 0.4 wider and are 0.65 units tall. The top and bottom pipes leave a clear vertical gap; generate the gap center randomly around y=-1.8 to 4.7. Collision uses the bird’s circular radius against the pipe x span and gap boundaries: touching either pipe, the floor, or the ceiling ends the run. The ceiling is y=8.8 and the floor collision line is y=-7.7. Passing completely beyond a pipe pair increments the score by 1. Remove pairs after they scroll well off the left edge. Pipe spawning starts after play begins and uses the current level’s interval.

Implement three escalating levels. Level 1 uses a bright sky blue background (#87d7ff), green grass, tan ground, pipe interval 1.6 seconds, pipe speed 5.4, gap size 5.6, gravity 21, and flap force 8.2. Level 2 begins automatically when the score reaches 8; clear existing pipes and use a warm sunset orange sky (#f5b36a), slightly darker ground/grass, interval 1.35 seconds, speed 6.6, gap 5.0, gravity 22.5, and flap force 8.45. Level 3 begins automatically at score 18; use a deep dusk blue sky (#365f9f), darker brown ground and green grass, interval 1.15 seconds, speed 7.7, gap 4.45, gravity 24, and flap force 8.7. Level changes should retain the score and bird but clear current pipes. Include the testing shortcut N to advance to the next level, wrapping back to Level 1 after Level 3.

At the bottom, create a long tan rectangular ground block with a narrow green grass strip along its top edge, spanning the full visible width. In the sky, show six groups of three overlapping soft white spherical cloud puffs, distributed across the upper background at varying heights; drift them slowly left and wrap them around when they leave the view. The initial Level 1 presentation should match the screenshot: a broad light-blue sky, sparse fluffy clouds near the top, the small yellow bird around the left-center, and the green grass line at the bottom.

Add a bold dark HUD in the upper-left: “Pipe Hop” as the large title, “Score: 0” (updated during play), “Level 1 / 3” (updated per level), and a status/instruction line. Before starting, say “Press Space, Click, or Tap to start Level 1.” During play show the current level message, such as “Level 1 — warm up and find your rhythm.” On Level 2 say it has faster pipes and tighter gaps; on Level 3 say it is the final stretch. On game over show “Game over on Level [number] — best [best score]. Press R, Space, Click, or Tap to restart.” Track and display the best score for the session.

Controls: Space, mouse click, or touch/pointer starts the game and flaps; after game over those same primary inputs reset and immediately start a new run. R performs a full reset to Level 1 with score zero. P toggles pause and updates the status to indicate the current level is paused; while paused, stop bird and pipe gameplay. N advances the level for testing. Add simple Tone.js sounds if available: a short triangle-toned flap, a sine-toned score chime, and a lower triangle-toned hit sound, initialized on the first click or keydown. Use responsive resizing to preserve the orthographic side-view layout. The game should expose getGameState/setGameState-style state hooks if the host environment supports debugging, but do not show any debug overlay.

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