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Star Plumber

  • 3d
  • platformer
  • arcade
  • space
  • gravity-flip
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. Mariana Muntean built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Star Plumber yet. Play it, then tell Mariana Muntean what you would add next.

Make your own game

Star Plumber was built by Mariana Muntean 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 Star Plumber 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 Star Plumber

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.

Recreate “Star Plumber” as a third-person 3D platformer in a dark outer-space setting. Use an orbitable perspective camera aimed at the player and level; mouse dragging orbits around the scene, with no pan, and keep the view close enough to show the chunky low-poly geometry. The background is nearly black/navy with subtle exponential fog, a dense field of small white stars, and distant dark-blue planet/moon spheres. Use bright arcade colors, simple hard-edged 3D forms, shadows, and glowing/emissive accents.

The player is a small chunky humanoid space mechanic/plumber. Build a stylized blocky character with blue suit torso and legs, a red rounded belly/chest piece and red cap with brim, pale face and arms, a light-blue glowing visor, and brown blocky shoes. The character runs and jumps on floating blue rectangular platforms. The level is a linear staircase-like route extending in the world’s +X direction, with platforms at alternating heights and small Z offsets: a large starting platform around x=0, then platforms around x=7, 12.5, 18, 23.5, a ceiling-side/high route around x=12.5 and x=7, and a final platform around x=28.5. Include a large lower starting platform and an upper counterpart, with visible gaps between platforms so falling is dangerous. Platforms should be thick rectangular slabs in varied deep blue/periwinkle colors.

The goal is to collect all five floating star cores and then reach the warp gate at the far right. Each star core is a bright yellow/gold octahedron inside a pale glowing torus ring; it gently bobs and rotates. Place five cores on the route at approximately (1.5, y=0.1, z=0), (7, y=1.1, z=-2), (12.5, y=2.6, z=1.5), (12.5, y=4.4, z=1.5), and (23.5, y=5.8, z=0), matching the platform route. The final warp gate is at approximately (29.2, y=7.25, z=0): a cyan emissive vertical ring/torus with a pale metallic vertical support pole, slowly rotating and pulsing. Entering it only wins after all five stars are collected; if approached early, display a message that the gate is locked and how many cores remain.

Implement platform physics with a vertical gravity system. The player normally has downward gravity, can move horizontally in X/Z using WASD or arrow keys (W/up moves +Z, S/down moves -Z, A/left moves -X, D/right moves +X), and can jump with Space when grounded. Jumping launches away from the currently attracting surface. Press Shift only while grounded to flip gravity between the floor and ceiling: invert the character vertically, reverse the gravity direction, and allow the player to land on the underside/bottom faces of platforms and use upper/ceiling routes. Visually flip the character upside down when gravity is reversed. Gravity should be strong and responsive, with a maximum movement speed comparable to an arcade platformer. Clamp horizontal movement to the playable corridor and make falling below or above the level boundaries cost a heart and respawn the player at the starting platform.

Add three patrol enemies on the route, at roughly (7, y=0.6, z=-2), (18, y=3.8, z=-1.5), and (23.5, y=5.3, z=0). Each is a simple purple capsule-like robot/blob with two small glowing pale-blue eyes. They patrol back and forth along X within short ranges around their starting positions and bob slightly. Stomping an enemy while descending toward it from the appropriate side disables/removes it and bounces the player. Touching an enemy from the side damages the player instead. Give the player three hearts. On damage, briefly make the player invulnerable/blink and respawn at the start with normal downward gravity; when all hearts are gone, show an overlay reading “OUT OF AIR — Press R to restart.”

Place a translucent dark rounded HUD panel in the upper-left. It should display the yellow title “STAR PLUMBER,” a status line such as “Stars: 0/5 · Hearts: 3,” and instructions: “Collect the star cores, flip gravity with Shift, then reach the warp gate.” When gravity is reversed, update the instruction to say that gravity is reversed and ceiling routes are open. Update the star and heart counters as cores are collected or damage is taken. On winning, show a centered/visible overlay reading “WARP CLEARED — Press R to play again” and a success message; R restarts after either win or loss. Include simple arcade sound effects for jumping, flipping gravity, collecting cores, stomping enemies, taking damage, and winning if audio is available, but keep the game playable without audio. Use smooth camera tracking that follows the player along the route and shifts its target depending on the current gravity direction.

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