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Rise to the Podium

  • 3d
  • gymnastics
  • sports
  • simulation
  • third-person
  • skill-based
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. Adigwe Joel built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rise to the Podium yet. Play it, then tell Adigwe Joel what you would add next.

Make your own game

Rise to the Podium was built by Adigwe Joel 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 Rise to the Podium 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 Rise to the Podium

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 third-person 3D gymnastics training game titled “Rise to the Podium,” presented as Career season 1 · National Trials. Use a dark navy training-gym environment with simple low-poly/clean geometric apparatus, soft shadows, cool blue lighting, and a muted blue-gray floor. The camera should follow the player from behind at an elevated angle, with a perspective view and foggy dark back/side walls. Build one connected rectangular training arena: a large blue floor-exercise square with a lighter inset mat on the left, a balance beam on a pale blue pad toward the back/right, uneven bars with two gold horizontal bars and dark vertical posts on the right, and a blue vault runway leading toward a red rectangular vault table near the center/back. Include simple podium blocks at the rear (light, gold, and light blocks). Load or use a human female gymnast avatar in casual athletic clothing, positioned in the gym and animated with idle, walk, and run states.

The core game is physical free practice rather than a pre-authored routine. Start with a full-screen intro overlay explaining that the player walks through the arena, approaches an apparatus, chooses a learned skill, then controls each attempt and landing; include the desktop controls WASD/arrow keys to move, mouse drag to look, Shift to run, and Space to jump, plus mobile joystick/jump support. After pressing “Enter the gym,” allow free third-person movement with collision against the arena and apparatus. Detect the nearest apparatus by player distance: FLOOR at approximately (-6,-1), BEAM at (5,-2), BARS at (5,4), or VAULT at (0,7), and only show a contextual action when the player is within roughly 3.6 world units. Do not teleport the player.

Provide a “Skill wheel” button that opens a panel with selectable learned skills: JUMP · Low, TURN · Low, LEAP · Low, CARTWHEEL · Medium, BACK HANDSPRING · High, HANDSTAND · Medium, BEAM MOUNT · Low, BEAM LEAP · High, and DISMOUNT · High. Selection changes the skill used in the next attempt but never guarantees success. In the free phase, the contextual button should read “BEGIN FLOOR ROUTINE” near the floor, “MOUNT BEAM” near the beam, “ENGAGE BARS” near the bars, or “BEGIN VAULT APPROACH” near the vault. Show contextual instructional text such as “Choose a skill, then press the contextual action. Physical distance and direction matter.”

Implement the apparatus flow as explicit phases. For floor, beam, and bars, pressing the contextual button enters an active apparatus phase and changes the button to “ATTEMPT [selected skill].” Pressing it performs the selected skill and opens a landing/recovery phase; then the button reads “LAND — TIMING GATE.” For a beam mount, make the first attempt show “Beam mount initiated” and require the contextual action again when the landing gate appears. For vault, entering the zone starts a vault-run approach phase; the player must run down the runway and press the action near the table to initiate the vault, using a vault attempt rather than the selected skill. The game should return to the active floor/apparatus phase after landing, allowing multiple skills to be chained; floor can be ended with an “END FLOOR / SCORE” button.

Use a timing-gate-style landing interaction with randomized outcomes: usually a controlled landing, sometimes a “Step on landing” with a small deduction, and occasionally a “Fall — regroup and continue” with a larger penalty. Show the result in the hint area and keep the player in the gym. Calculate and display a judge breakdown for every attempt with Difficulty, Execution, Form, Landing, Balance, Connections, Artistry, Penalties, and a Current event score. Difficulty must come from the skill actually attempted; higher-risk learned skills should not automatically be safe. Use skill-specific difficulty values matching the design: jump 0.8, turn 1.0, leap 1.1, cartwheel 1.8, backhandspring 3.0, handstand 1.7, beam mount 0.7, beam leap 2.2, dismount 2.1; vault can use a basic fallback difficulty. Make execution, form, landing, and balance vary with difficulty and chance, make beam balance especially relevant, give floor routines an artistry component, and award connections for continuing a routine. Apply penalties for poor landing and the fall/step outcomes. Preserve an attempt history for current-session connections and scores.

Design the HUD as translucent dark navy rounded panels over the 3D scene. At top left show “RISE TO THE PODIUM” and “Career season 1 · National Trials.” At top right show “EVENT FREE PRACTICE,” a score mini-display initially showing a dash, and “Developing gymnast · World rank 842.” Along the bottom show the current hint/instruction on the left and buttons on the right: “Career,” “Skill wheel,” and the contextual yellow action button. The Career panel should show “Week 8 · Spring cycle · National pathway,” “Next: Regional Qualifier — in 3 weeks,” “Team — Harbor Athletics,” “Skills learned — 8,” and “Medals — 0 · 0 · 0,” with a Close button. The score panel should be titled “Judge breakdown,” show the selected apparatus and skill, list all score rows, emphasize the final event score in yellow, explain that difficulty is earned from the skill actually attempted and that execution/landing/balance/connections/penalties keep high-risk skills honest, and include a “Return to gym” button. Use responsive layout for desktop and mobile, with white controls and a yellow accent action button. Do not add unrelated sports, opponents, medals earned, or pre-made routines; the visible goal is to practice, build routines through actual apparatus interactions, and improve judged scores in the connected gym.

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