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Piranha Rise

  • 3d
  • platformer
  • parkour
  • arcade
  • survival
  • jungle
  • low-poly
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. W Family built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Piranha Rise yet. Play it, then tell W Family what you would add next.

Make your own game

Piranha Rise was built by W Family 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 Piranha Rise 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 Piranha Rise

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-based 3D third-person platforming game titled “Piranha Rise,” set in a dark blue-green jungle-ruins environment. Use a low-poly/cartoon visual style with soft shadows, fog, simple geometric props, and a small blocky adventurer character wearing a brown/orange outfit, belt, green trousers, and dark hair/beard. The camera follows behind and slightly above the character, looking along a long ascending obstacle course.

The core objective is to jump and move from one separated floating platform to the next, travel forward through the course, and reach the final green goal platform before the rising water catches the player. The course begins near z=-1 and extends forward to about z=134, with roughly twenty platforms arranged in a zig-zag pattern. Platforms alternate between gray stone and brown wood, with varied sizes: broad beginner platforms near the start, then increasingly smaller and higher platforms. Their approximate positions are: (x,y,z) (0,2.2,0), (0,2.4,9), (3.5,2.6,16), (-3,2.8,23), (0,2.5,31), (4,4.2,38), (-2.5,3.8,45), (1.5,5.5,52), (-4,4.8,59), (2,6.2,66), (-1,5.8,73), (3.5,8.5,79), (-2.8,7.8,85), (0,10.2,91), (4.2,9.5,97), (-3.5,8.8,104), (1.8,11.5,110), (-2,10.8,116), (3,13.2,122), and a large final stone platform at (0,12.5,129). Add a few non-collidable trees and large rocks around the course as sparse jungle decoration.

The player can move with WASD or arrow keys, jump with Space, look around with the mouse, and use R to restart at the most recently activated checkpoint. Use third-person controls with movement speed around 8.5, jump speed around 14, and gravity around -27. The player falls if they miss a platform. The water is a large translucent teal plane beneath and around the course, initially at y=-2.5, with subtle animated waves. While the game is active, it rises continuously over about 195 seconds to y=15, and the water progress must be visible in the HUD as a 0–100% bar. Falling into or being overtaken by water triggers death, a splash particle effect, and a death state; show “YOU GOT EATEN! The piranhas were faster than you.” with TRY AGAIN and MAIN MENU buttons. Respawn at the current checkpoint after trying again, preserving the water’s elapsed progress and death count.

Add nine dark blue-gray low-poly fish/piranha-like creatures swimming in the water at different sections of the route. They orbit and wander around their assigned areas, bob with the water, swim faster as the water rises, and visually reinforce the danger; the actual loss condition is the player dropping below the water level. Add small blue splash particles when the player dies. Include simple synthesized sound cues for jump, landing, checkpoint activation, death, splash, and victory, plus M to mute.

Place three glowing green torus checkpoint markers around the route at approximately z=9, z=52, and z=91. When the player enters a checkpoint radius, mark it active, briefly enlarge/flash its ring, play a sound, and show a centered “CHECKPOINT! 1/2/3” message. Respawn slightly behind and above the most recently activated checkpoint. At the end, place a green cylindrical goal at (0,13,134) with a brown pole and yellow flag. Reaching it while at the required height completes the game.

Build the interface with a dark translucent overlay and green accent color. The start menu should show the pixel-style title “PIRANHA RISE,” subtitle “DON’T FALL,” PLAY and HOW TO PLAY buttons. During play, show a top HUD with “LEVEL 1 • JUNGLE RUINS,” elapsed time, a centered “WATER LEVEL” progress bar and percentage, and “DEATHS: 0.” At the bottom show “WASD/ARROWS — MOVE   SPACE — JUMP   MOUSE — LOOK   R — RESTART.” The How To Play panel should explain movement, jumping, mouse look, checkpoint restart, jumping between platforms, outrunning rising water, and reaching the final platform. On victory, show “YOU ESCAPED!” with time, saved best time, deaths, and checkpoints completed (3/3), plus PLAY AGAIN and MAIN MENU. Save the best completion time locally and label a newly improved time “(NEW!).”

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