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Time Jump

  • 3d
  • endless-runner
  • arcade
  • mobile
  • sci-fi
  • time-shift
0
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2 plays

How to play

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

Discussion

Nobody has said anything about Time Jump yet. Play it, then tell monique Davis what you would add next.

Make your own game

Time Jump was built by monique Davis 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 Time Jump 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 Time Jump

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 mobile-friendly 3D endless runner titled “TIME JUMP” using Three.js. The player automatically runs through a dark futuristic time tunnel on a broad blue rectangular track, with a fixed third-person perspective looking down the track; obstacles approach from far ahead on the right and move left toward the player. Use a dark navy Present environment with fog, a purple Past environment, and a camera positioned high and behind/offset so the track and incoming obstacles are clearly visible.

The player is a simple stylized light-cyan/blue rectangular sci-fi character: a box body about 1.05 wide and 1.2 tall, a small white glowing visor on its front, and a glowing orange torus ring around its middle. The character stays centered horizontally and can jump vertically. Animate a subtle body bob/rotation and rotate the orange ring. Place short glowing cyan lane/track strips across the blue ground as repeating futuristic markings.

Core loop: the run starts when the player presses Jump or Shift Era, then the player moves automatically while the score increases continuously over time and by 10 whenever an obstacle is successfully passed. Gradually increase forward speed and reduce obstacle spawn gaps as the score rises. Spawn one incoming rectangular wall at a time at a distant position, with randomized width around 0.9–1.55 and height around 1.3–3.2. Obstacles are solid box walls spanning the track depth and are color-coded by timeline: red walls are active and collide in Present only, translucent purple ghost walls are active and collide in Past only, and green walls are active in both eras. The player must jump over any active wall; inactive timeline walls can be phased through. Collision should use the player’s vertical extent and horizontal overlap, ending the run immediately when an active wall overlaps the player. Remove obstacles after they pass offscreen.

Jumping is controlled by Space, Arrow Up, or the large on-screen blue Jump button. A jump launches with strong upward velocity and gravity pulls the character back to the track. Allow a second jump while airborne (double jump), but no more than two jumps before landing. If Jump is pressed before the game has started or after a crash, immediately reset and start a fresh run. Era shifting is controlled by Shift, X, or the large pink/red Shift Era button. Toggle between Present and Past, with a brief 0.4-second cooldown; switching to Past slows simulation to about 82% speed. Switching eras changes the clear color, fog, and ground from dark blue to purple, and creates a small burst of glowing particles around the character. Use the same burst effect on a crash, with pink/red particles.

HUD: put three rounded dark translucent panels along the top: “Score: 0” at upper left, “Era: Present” centered, and “Best: 0” at upper right. Persist the best score in local storage and update it during the run. At the beginning, show a large centered rounded instruction panel reading “TIME JUMP,” “Tap Jump or press Space to leap.” and “Tap Shift Era or press Shift to bend time and dodge the red walls.” Hide it once the run begins. On crash, show a centered overlay reading “TIME FRACTURED,” the score, “Tap Jump or press Space to restart.” and “Use Shift Era to phase through the opposite timeline.” Keep large thumb-friendly controls at the bottom: blue “Jump” and coral/pink “Shift Era” buttons. Use bold, high-contrast white typography, rounded borders, deep navy background, cyan lane accents, and emissive red/purple/green obstacle materials for a clean arcade sci-fi style. There are no lives, weapons, or lateral movement controls; the essential decisions are timing jumps and switching timelines.

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