Skip to content

Arcade › Treebound

Treebound

  • 3d
  • vr
  • locomotion
  • arcade
  • jungle-gym
  • survival
  • first-person
0
Remix it Discord

4 plays

How to play

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

Discussion

Nobody has said anything about Treebound yet. Play it, then tell Caca Man what you would add next.

Make your own game

Treebound was built by Caca Man 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 Treebound 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 Treebound

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 first-person 3D game titled “Treebound,” built as a VR-ready Gorilla Tag-style locomotion playground in a jungle gym. Use Three.js or an equivalent WebGL engine with desktop and WebXR support, real-time shadows, a bright sky-blue background, light atmospheric fog, and a clean low-poly/material-based look.

Camera and player: The player is an arm-only gorilla body, with no visible legs and no passive standing. Use an ultra-low first-person camera approximately 0.22 units above the compact body position, with a small body collision volume about 0.3 units in radius and 0.42 units high. Spawn at approximately (0, 0.6, 14), inside the raised safe lobby/store room at the south end of the map. In desktop mode, allow the player to drag the screen to look around, with yaw and pitch clamped to a natural first-person range. In VR, use two tracked controllers and calibrate the rig on session start by lowering it until the hands are at ground contact; ignore headset standing/walking translation so movement remains hand-driven.

Core locomotion: Show two colored spherical hands, each about 0.14 units radius. At desktop spawn, place both hands low and slightly forward of the body, around local positions (-0.32, 0.06, -0.34) and (0.32, 0.06, -0.34), with both planted on the ground. The left hand is controlled with W/A/S/D plus R/F for up/down; the right hand with I/J/K/L plus O/U for up/down. Constrain desktop hand movement to a reachable arm box: x ranges roughly -1.8 to 0.2 for the left and -0.2 to 1.8 for the right, y 0.02–2.5, and z -2.2–1.1. In VR, the hand spheres should follow the two controller world positions (hide the duplicate desktop meshes while in VR), with controller markers matching the hand colors.

Implement collision-based propulsion rather than ordinary walking: hands collide against floors, walls, trunks, platforms, and other box geometry using sphere-vs-AABB contact. When a hand is touching geometry, move the player by the opposite of that hand’s movement delta, so pulling or pushing a planted hand propels the arm-only body. Permit both hands to contribute. If no hand is touching, apply gravity (about 24 units/s²), velocity integration, and strong drag; if one or both hands support the player, damp velocity and preserve some momentum. Include a small step/landing tolerance, compact body collision against the environment, wall blocking, and respawn if the player falls below y=-10. The Reset button should respawn the player on the raised store-room floor with both hands replanted and reset view orientation.

Arena layout: Make a roughly 44 by 44 square outdoor jungle-gym arena bounded by four dark gray perimeter walls about 4 units high. Use a green ground plane. Place several tan/brown rectangular platforms at different elevations, including a large central platform around 8x0.8x8 at y=1.4, platforms near (-8,-5) at y=2.4, (8,-4) at y=3.1, (-4,7) at y=4, (7,7) at y=5, and a high central platform around (0,-2) at y=6.2. Add five blocky brown tree trunks with green rounded canopies at approximate locations (-12,-10), (-5,11), (11,-11), (13,9), and (-13,8), with trunks several units tall and flat/blocky leaf platforms near their tops. Include a small set of staggered brown obstacles along the western side.

Safe lobby and shop: Build a safe store room/lobby at approximately (0, 13.5), a 9x9 raised blue floor, with dark perimeter walls on the back and sides, a tan roof/ceiling, wooden shelves/pedestals, and a simple bright sign-like panel. Add three small display pedestals in a row, each with a colored cosmetic display block: coral/pink, mint/green, and gold/yellow. The monster must not enter this safe zone. The player begins here with 8 shells. Include a lobby shop in the HTML HUD with buttons for Coral Hands (free and initially equipped), Mint Hands (cost 5 shells), and Gold Hands (cost 12 shells). Purchased cosmetics become owned and can be equipped; changing cosmetics recolors the left and right hand spheres and VR controller markers. Display “Safe lobby · [shell count] shells · Equipped: [cosmetic]”.

Currency and objective: The HUD should explain that the player should leave the lobby to earn shells, avoid the monster in the arena, then return to buy cosmetics. While outside the safe lobby, award 1 shell every 8 seconds; reset the timer while inside the lobby. If the monster catches the player, award 2 shells and reset the player to the lobby spawn.

Enemy: Add one roaming purple monster outside the lobby, initially around (0,-10). Model it as a floating low-poly purple sphere/body with a dark rectangular mouth, a white eye with a glowing red pupil, and two small pale horns. It bobs slightly vertically, patrols around its home area when not chasing, stays outside the lobby with a buffer, and is constrained inside the arena perimeter. When the player is outside the safe zone and within roughly 8.5 units horizontally, switch to chasing and move toward the player at about 4.8 units/s; otherwise patrol at about 2.8 units/s. If it comes within roughly 1.05 units of the player outside the lobby, count a catch, add 2 shells, and respawn. Make the eye slightly larger while chasing.

HUD/UI: Overlay the game with translucent dark, rounded, blurred panels similar to a modern glass HUD. At top-left show the title “Treebound” and subtitle “Gorilla Tag-style locomotion in a VR-ready jungle gym.” Below it show desktop instructions: drag to look, the left/right hand key bindings, safe store-room spawn, arm-only/no-legs/no-standing explanation, purple monster behavior, and a note that VR calibrates down and remains hand-driven. Show a live status panel with Mode (Desktop practice or VR live), Zone (safe lobby or arena), Hands touching (0/2, 1/2, or 2/2), Shells, Monster state and distance, plus the tip about leaving the lobby to earn shells. Put the shop panel beneath/alongside this status, and a green Reset button at bottom-right. Provide an Enter VR button at bottom-left using WebXR’s standard VR entry control. Make the layout responsive so panels and shop buttons remain usable on narrow screens.

More free browser games

Browse the whole Arcade →