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Arcade › Shaft Leap

Shaft Leap

  • 3d
  • platformer
  • vertical
  • arcade
  • wall-jump
  • speedrun
0
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15 plays

How to play

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

Discussion

Nobody has said anything about Shaft Leap yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Shaft Leap was built by Oleg Sidorkin 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 Shaft Leap 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 Shaft Leap

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-playable 3D vertical platforming game titled “Shaft Leap.” The player controls a small glowing blue capsule-like climber inside a tall, narrow stone-and-metal shaft, viewed from a camera outside the open/cutaway front looking inward. Keep the camera centered on the shaft and track upward as the player climbs; show the dark shaft interior, side walls, back wall, platforms, hazards, and player clearly. Use a very dark navy background and fog, cool blue ambient lighting, warm directional light, soft shadows, and a polished stylized low-poly/asset-pack look. Build the shaft about 4.3m wide, 2.6m deep, and 77m tall, with climbable side walls and a back wall but no front wall obstructing the view. Use modular stone wall panels and stone platform pieces where available; simple procedural boxes are acceptable for collision helpers, lava, the capsule player, and glowing goal effects.

The core objective is to climb from 0m to the glowing exit platform at 72m as quickly as possible. Arrange narrow ledges in a zig-zag route: starting platform at y=0, then alternating left/right ledges around 3.4, 6.4, 9.2, 12.2, a broad checkpoint platform at 14, another alternating sequence around 17.2, 20.4, 23.4, 26.2, checkpoint at 28, then sequences through 42, 56, and finally 59.5, 62.8, 66, 69.2 before the goal at 72m. Platforms should generally be roughly 0.85–1.15m wide and 1.02m deep, with broad 1.8m checkpoint platforms. Place cyan checkpoint flags on the broad platforms at 14, 28, 42, and 56m (the start is also a checkpoint). Reaching a checkpoint saves the respawn height; falling or hitting hazards returns the player to the latest checkpoint and resets velocity.

Controls: A/D or Left/Right steer horizontally, and Space, W, or Up jumps. Also provide touch controls on mobile: left and right arrow buttons at the lower left and a large orange JUMP button at the lower right. Ground jumps launch upward with a vertical speed around 7.6. While airborne, allow one additional double jump. When touching a side wall, slow downward sliding and permit a wall jump that launches upward and away from that wall (about 9 vertical and 6.2 horizontal speed); wall jumps must alternate sides, so the same wall cannot be reused until the opposite wall or a ledge is contacted. Clamp the player inside the shaft. Use gravity around 18.5, responsive air steering, and forgiving platform landing from above.

Add hazards integrated into the route. Put moving, spinning red-orange spike blocks on several zig-zag ledges, including approximately 9.2, 20.4, 31.4, 40.3, 51.3, and 62.8m. Each spike hazard slides left and right over a small range while rotating, creating timing windows rather than acting as a static obstacle. Add two glowing orange lava bands spanning most of the shaft around 24.8m and 53m; touching spikes or lava immediately resets to the checkpoint. Also reset if the player falls sufficiently below the upward-following camera or below the bottom of the shaft.

At the top, make the 72m goal platform glow pale yellow/gold. Add a stone gate, two hanging banners, three slowly rotating golden rings above the platform, and a bright warm point light. Touching/landing on the goal stops the timer. Start the timer on load, display elapsed time to two decimals, and save the fastest completed time in localStorage as the persistent best time. Show a completion message for a normal finish or “New best!” for a record; show short feedback messages such as “Climb!”, “Checkpoint!”, “Double jump!”, “Fell — checkpoint!”, and “Ouch — checkpoint!” when appropriate.

HUD: use fixed overlays with translucent dark navy rounded panels and thin cyan borders. Put “Time 0.00” at top left, “Height 0m / 72m” centered at the top, and “Best --” at top right until a best exists. Beneath them, show centered instructions: “A/D or ←/→ to steer. Space/W/↑ to jump. Press jump again in the air for a double jump. Wall-jumps must alternate sides.” Display large pale yellow feedback text with a cyan glow around the center when needed. Keep the overall visual style atmospheric and high contrast: navy-black environment, blue player and checkpoint accents, gold platforms/goal, and bright red-orange hazards/lava. Expose optional getGameState/setGameState debug hooks for player position, velocity, checkpoint, camera height, reset count, hazards, and finish time.

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