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Sunrise Climb

  • 3d
  • platformer
  • climbing
  • arcade
  • low-poly
  • collectathon
  • 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. Brent Protzman built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sunrise Climb yet. Play it, then tell Brent Protzman what you would add next.

Make your own game

Sunrise Climb was built by Brent Protzman 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 Sunrise Climb 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 Sunrise Climb

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-based 3D third-person platform-climbing game titled "Sunrise Climb." Use Three.js-style rendering with a perspective camera following a humanoid player from behind at about 7 units away. The player is a small animated humanoid character on floating square grassy platforms, starting at (-4, 1, -4), with WASD or arrow-key movement, Space to jump, and a mobile joystick-compatible control scheme. Use gravity, jumping, collision against the platforms and a large safety floor below; movement speed is about 5.5 and jump speed about 8.5. The goal is to climb vertically through a fixed zig-zag route of ten platforms at heights 0, 2, 4, 6, 8, 10, 12, 14, 16, and 18. Platform centers are, in order: (-4,0,-4), (-2,2,-1), (2,4,2), (-2,6,4), (2,8,-2), (-3,10,2), (2,12,4), (-2,14,-3), (3,16,1), and (6,18,6). Each platform is a green grassy square top over a dark blue-gray boxy side, generally 4x4, with the final platform 5x5. Place nine glowing golden sunlight shards, one near each of the first nine route platforms, offset alternately about 1.1 units sideways and 1.15 units above the platform. When the character comes within about 1.25 units of a shard, collect it, hide it, add 15 score, and add 22 sunlight to a meter capped at 100. Show a brief toast such as "+15 score · outfit part unlocked." Shards should look like small glowing gold faceted crystals.

At the top of the route, place a bright glowing golden dawn beacon orb at (6,20.5,6), with a thin pale-gold torus ring around it. The player wins only after rising above height 19 while having at least 60 score and 50 sunlight. On winning, display a full-screen translucent dark overlay with a centered rounded blue dialog reading "Morning reached!" and text like "You scored [score] and turned the night into morning." plus a gold rounded "Climb again" button that reloads/restarts the game.

Implement the visual sunrise progression: begin with a deep navy night sky and blend continuously toward a warm peach/golden sky as the player's height goes from 0 to 18. Match the fog color to the sky and gradually increase warm directional sunlight as the player climbs. Use soft shadows, ambient hemisphere lighting, warm sun lighting, subtle blue fill lighting, ACES-like tone mapping, and a clean stylized low-poly appearance. Scatter about fourteen stylized pine trees around the route platforms, using positions offset several units from platform edges, with dark green layered foliage and brown trunks. Include a large dark blue safety floor far below.

The HUD must be fixed over the 3D scene. At top-left, show a dark translucent rounded panel with the title "Sunrise Climb," subtitle "Gather sunlight, change your style, and reach the dawn beacon.", a live line "Height [one decimal] / 18 · Score [score]," an outfit line initially "Outfit parts: cape," and a horizontal dark-backed sunlight bar with a yellow/orange fill. At top-right, show three rounded style buttons labeled "Sky," "Leaf," and "Gold." Sky is active initially; Leaf unlocks at score 40 and Gold unlocks at score 80. Clicking/tapping an unavailable style displays a toast saying "Reach score [40 or 80] to unlock this style"; selecting an available style recolors the character and outfit and displays "Sky style equipped," "Leaf style equipped," or "Gold style equipped." Use style colors approximately sky blue, leaf green, and gold yellow.

The player has outfit progression: always show a simple blue/selected-color cape; make a gold sun belt visible at score 30; make a small gold sun crown visible at score 60. Update the HUD outfit text with the visible parts separated by dots, such as "cape · sun belt · sun crown." The character should have an idle animation when standing, and the cape/belt/crown should be simple readable geometric accessory meshes.

At the bottom center, show a dark translucent rounded help pill reading "WASD / arrows to climb · Space to jump · mobile joystick works too." Show temporary centered rounded toast messages for pickups and style actions. Overall art direction is cheerful, minimal, polished low-poly 3D: warm sunrise gradient, green platforms, glowing collectible gold shards and beacon, stylized pine trees, dark translucent glass-like HUD panels, white bold typography, and rounded gold buttons. Ensure the camera and HUD composition resemble a compact arcade climbing game, with the avatar and ascending platforms prominent in the center.

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