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Arcade › Porkour Pit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Willis Henfield built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Porkour Pit yet. Play it, then tell Willis Henfield what you would add next.
Porkour Pit was built by Willis Henfield 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 Porkour Pit 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.
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-based third-person 3D parkour obstacle-course game titled “Porkour Pit.” Use a bright, stylized low-poly look: pale blue sky with distance fog, a large soft-green ground plane, simple rounded green trees with brown cylindrical trunks scattered around the course, and chunky colored platforms. Render with a perspective camera, shadows, ambient/directional lighting, and a smooth orbit camera positioned behind and above the player. The player is a small procedural human runner, not a pig: blue shirt, dark navy pants, pale skin, brown hair, white shoes, a spherical head with tiny dark eyes, nose, and ears. Animate walking/running with alternating legs and swinging arms; lean the body slightly while moving. Build one continuous compact climbing course extending along the world’s X axis. Start on a large mint/teal 10x10 raised platform at ground level, with a glowing aqua checkpoint ring and short pole labeled in the HUD as “Start Pen.” Follow it with four separated gray-blue stepping platforms ascending diagonally: approximately centers (5,1.2,-1), (8.5,2.1,1.5), (12,3.2,-0.5), and (15.5,4.1,2.1), each about 3x0.9x3; mark the second step with a checkpoint named “Steppers.” Place an orange glowing launch pad around (19,0.34,0), about 3.2x0.68x3.2, with a pale chevron/cone marker above it. When landed on, it launches the player with a strong forward/upward impulse (roughly 11 horizontal and 13 vertical) and forces a short ragdoll airtime. Beyond it, create a tall dark-gray wall/tower around x=26 with a 7x0.9x7 mint platform at its top around y=8.55 and a checkpoint above it called “Wall Top.” Continue upward with small 5x0.8x5 gray stepping blocks around (32,11.4,5), (38,13.5,1), and (44,15.6,-3), then an 8x0.8x8 mint “Sky Deck” around (50,18,0) with a “Sky Deck” checkpoint. Add a gray-blue moving platform around (59,16,0), size 6x0.7x6, oscillating vertically and in depth; have it move in a smooth sine/cosine path. Continue to a 10x0.9x10 mint platform at (70,20,0) with a “Skyline Roof” checkpoint. Add a final sequence of five 4.5x4.5 towers at x=72,79,86,93,100, with increasing heights (roughly 2.5, 4.7, 6.9, 9.1, 11.3), alternating z positions of +6 and -6. Put another orange launch pad at (103,0.34,0) that launches backward/upward with impulse about (-7,18,0). Finish with a large golden 16x1x16 summit platform around (94,24.2,0), carrying the “Summit” checkpoint. Use simple forgiving 3D collision against box platforms. The human has a capsule-like 1.82-unit height and roughly 0.42-unit radius. Apply gravity around 28, horizontal acceleration and camera-relative movement, normal maximum speed around 7.3 and sprint speed around 10.5. WASD and arrow keys move relative to the camera; rotate the runner toward the movement direction. Shift enables sprint. Space jumps only while grounded, using a normal jump velocity around 10.4 and a sprint jump around 12.2. Let the player fall off platforms and respawn automatically at the latest checkpoint if they drop far below the course. Checkpoint rings should glow, rotate, and bob slightly; touching a new ring advances progress and awards score: score is 150 times the checkpoint index. Implement arcade ragdoll behavior rather than full articulated physics. Press R to toggle a manual ragdoll state indefinitely; on ragdoll, wobble/tilt the whole body, swing the limbs and head loosely, reduce horizontal control, and let the body tumble while gravity continues. Automatically trigger a temporary ragdoll on a launch pad, after a sufficiently steep/long fall, or on a hard landing. Display brief toast messages for jumps, launch pads, wipeouts, hard landings, manual ragdoll, recovery, checkpoints, and respawns. A ragdoll can recover after its timer expires when grounded and the player moves or jumps; R toggles back upright manually. Press E to reset to the latest checkpoint with zero velocity. Keep checkpoint position and facing so reset returns the player to that location. Create a translucent dark rounded HUD overlay. In the top-left show “PORKOUR PIT” and two lines of live status: “Checkpoint current/total · checkpoint name” and “Score · Speed · Grounded/Airborne/Ragdoll,” with aqua and orange highlights. In the top-right show controls: WASD movement, Drag camera rotation, Space jump, Shift sprint, R ragdoll, E reset. At the bottom center show an instructional card telling the player to reach checkpoints, hit launch pads, and throw the runner into ragdoll; mention that hard falls trigger ragdoll and standing back up keeps climbing. On touch devices, show a translucent virtual joystick at bottom-left plus vertically stacked Jump, Flop, and Reset buttons at bottom-right. Dragging on the game view rotates the orbit camera, vertical angle is clamped, and mouse wheel/trackpad zooms between a close and moderately distant third-person view. Keep the environment and UI clean, colorful, and readable, matching the shown screenshot’s soft low-poly obstacle-sandbox aesthetic.