Skip to content

Arcade › Platform Rush

Platform Rush

  • 3d
  • platformer
  • time-attack
  • third-person
  • arcade
0
Remix it Discord

0 plays

How to play

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

Discussion

Nobody has said anything about Platform Rush yet. Play it, then tell Rudy Zorrilla what you would add next.

Make your own game

Platform Rush was built by Rudy Zorrilla 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 Platform Rush 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 Platform Rush

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 3D third-person platforming game titled “Platform Rush.” The player controls a small dark/black stylized humanoid character with a rounded head, simple bright eyes, arms and legs, viewed from behind and slightly above with a follow camera. Use a simple low-poly/cartoon presentation with soft shadows, a bright light-blue sky background, atmospheric blue fog, and a large flat dark-green grassy ground plane.

The objective is to reach a visible flag goal before a 60-second countdown reaches zero. Place the player at the start around world position (0, 2, 0), on a broad dark olive-green starting platform approximately 6 by 6 units and 1 unit high. Build a short ascending obstacle course extending generally along the positive X direction: a brown platform around (5, 1, 0), size 2.5 by 2.5 and 0.5 high; another brown platform around (8.5, 2.2, 0), size 2.5 by 2.5 and 0.5 high; and a final brown platform around (11, 3.5, 0), size 2.5 by 2.5 and 0.5 high. Add a smaller olive-green side platform at approximately (7.5, 1.6, -3), size 2 by 2 and 0.5 high. The platforms should be separated by gaps so the character must jump between them. Put a flag goal around (14, 4.5, 0), beyond the final platform, using a recognizable stylized platform-game flag model. Reaching within roughly 1.9 world units of the flag wins.

Include three animated moving platforms made from chunky platform-game platform models. One starts near (4, 1.2, 0) and moves back and forth on the X axis over a range of about 2.5 units at speed 2.0. One starts near (10, 3, -2) and oscillates on the Z axis over a range of about 3 units at speed 1.5. One starts near (7.5, 2.9, 3) and oscillates on the X axis over a range of about 1.8 units at speed 1.8. The player can land on these platforms and should be carried along horizontally while standing on them. Falling below approximately Y=-8 counts as falling off: show “Fell off! Resetting...” briefly and automatically reset after about 0.6 seconds unless the game has already been won.

Use third-person movement controls: WASD or arrow keys move the character, Space jumps, and R resets the run. Movement speed should feel brisk, around 7.5 units/second; jump speed about 11 with gravity around -22. Support grounded jumping and falling, and switch the character animation between Idle, Walk, Run, and Jump/Fall states if animated character assets are available. The follow camera should stay about 5.5 units behind the player, with an initial elevated view around position (0, 7, 11) looking toward the start. Render cast and receive shadows on the character, platforms, flag, and ground; use a soft sky hemisphere light plus one warm directional sunlight casting shadows.

HUD: fixed white text with a dark shadow at the upper-left. Show a large bold countdown starting at “60.0,” updating to one decimal place in real time. Under it show the temporary opening message “Reach the flag!” for about 2.2 seconds. At the lower-left show the persistent instruction text: “WASD / arrows: move    Space: jump    R: reset”. When the player wins, stop the timer and show “You win! Time left: [remaining time]s” with the remaining time formatted to one decimal. If the timer reaches zero before winning, stop the timer and show “Time’s up! Press R to try again”. Pressing R restores the player to the start, resets all moving platforms to their initial positions, and restores the timer to 60.0 and normal play. Keep the scene otherwise clean: no enemies, collectibles, combat, health, or extra menus.

More free browser games

Browse the whole Arcade →