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Starbound Steps

  • 3d
  • platformer
  • collectathon
  • low-poly
  • third-person
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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. Irfan Ansari built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Starbound Steps yet. Play it, then tell Irfan Ansari what you would add next.

Make your own game

Starbound Steps was built by Irfan Ansari 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 Starbound Steps 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 Starbound Steps

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 a playable third-person 3D platforming game titled “Starbound Steps.” Use a bright, stylized low-poly/softly rounded Kenney-like platformer aesthetic. The world floats in a clear pale sky-blue void with light fog; there is no visible distant scenery or ground beyond the suspended platforms. Render with soft shadows, ambient hemisphere lighting, and a warm directional sun. The camera should follow behind and slightly above the player in a perspective third-person view, keeping the route and jumps visible.

Player: use a small cute rounded character with a large white spherical head/body and purple/lavender tentacle-like feet/appendages, matching the visible Oobi character model. Start the player on the broad starting platform at approximately (0, 1.05, 3), facing along the route. Provide movement with WASD or arrow keys and jumping with Space; the movement should feel like a simple platformer with approximately 4.4 movement speed, 8.6 jump speed, downward gravity around -22, and third-person camera distance around 6.2. If the platformer framework supports touch controls, show the same unobtrusive circular virtual control visible in the reference, but do not add extra gameplay systems.

Level layout: build 25 individual grass-topped floating block platforms forming a rising route. Each block is a chunky rectangular dirt/clay column with a rounded, bright green grassy top and softened edges. The opening is a six-block-wide horizontal start pad at x=-3,-2,-1,0,1,2, y=0, z=3. Continue with two blocks at (2,1,1) and (2,1,0), then a three-block platform at (2,2,-2), (1,2,-2), (0,2,-2). Next use a four-block platform at (-1,3,-4), (-2,3,-4), (-3,3,-4), (-4,3,-4). Then a five-block higher platform at (-4,4,-6), (-3,4,-6), (-2,4,-6), (-1,4,-6), (0,4,-6). Finish with a five-block goal platform at (1,4,-8), (2,4,-8), (3,4,-8), (4,4,-8), (5,4,-8). Keep gaps between these groups so the player must jump from step to step, with the route visibly ascending toward the back of the scene.

Place exactly five rotating golden star collectibles just above platform tops at these locations: (-1,1.04,3), (2,2.04,0), (-3,4.04,-4), (-1,5.04,-6), and (4,5.04,-8). Make each star rotate continuously and bob gently up and down. The player automatically collects a star when within about 0.8 world units; hide it after collection and increment the counter. There are no enemies, hazards, weapons, lives, timer, or other collectible types in the implemented game. Falling/restart behavior should not introduce additional mechanics beyond the basic platform controls.

At the final location (5,5,-8), place a goal door that is initially invisible/locked. Also place a glowing gold circular torus/ring marker around the goal area, visible throughout the level and slowly rotating. Once all five stars are collected, reveal the door and show a notification that the door is unlocked. When the player reaches within about 1.15 units of the door, show “Level complete!”, reset the player to the start, reset the collected count to zero, restore all five stars, and hide/relock the door so the route can be replayed.

HUD: overlay a fixed dark navy translucent rounded panel in the upper-left with a thin light border and soft shadow. It must display the small spaced uppercase title “STARBOUND STEPS” in pale sky blue and a large counter reading “Stars 0 / 5,” updating as stars are collected. At the bottom center, show a dark translucent pill-shaped instruction bar reading exactly “WASD / arrows to move · Space to jump · collect every star”. Center temporary gold/orange toast notifications near the upper-middle of the screen for “Star collected!”, “All stars collected — reach the door!”, “Door unlocked!”, and “Level complete!”. Match the screenshot’s clean minimal UI, sky-blue background, green grass/brown dirt platforms, golden stars, and cute white-and-purple player. Ensure the game is immediately playable and the camera follows the player through the entire floating staircase route.

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