Arcade › Wallbound
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wallbound yet. Play it, then tell Oleg Sidorkin what you would add next.
Wallbound was built by Oleg Sidorkin 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 Wallbound 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.
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 vertical climbing platformer titled “Wallbound,” using a dark blue sci-fi tower shaft and a clean neon-accented interface. Use a third-person perspective looking toward the front face of a deep rectangular shaft: the player climbs in the X/Y plane, with the camera positioned in front at about z=17 and smoothly tracking upward and slightly following horizontal movement. Render with a dark navy background and fog, soft shadows, cool hemisphere/directional lighting, and simple glossy/rough box geometry. World layout: build a tall enclosed shaft extending from y=0 to roughly y=32. Put thick blue left and right climb walls at x=-6.2 and x=6.2, each about 1.2 wide, 32 high, and 7.5 deep, plus a dark blue back wall at z=-3.8. Add a starting floor at y=0 and a first central landing around x=0, y=3.65, z=1, about 5.4 wide. Create a sequence of narrow alternating ledges/beams as the ascent route: at each y=3,7,11,15,19,23,27 add a left beam near x=-4.6, and a right beam offset upward about 1.5 units near x=4.6; use blue-cyan trim material. Add thin gold horizontal depth beams across the shaft around each section, and small glowing gold rectangular window/trim panels on the side walls. At the top, around y=32, create a broad gold summit platform, a thin gold pillar rising above it, a small pink/red flag attached near the top, and a rotating gold ring around the summit platform. The top platform is the win destination. Player: use a small glowing cyan rectangular block, approximately 0.78 wide, 1.15 high, and 0.78 deep, placed on the front plane at z=2.6. Start at x=0, y=1.35. Apply gravity of about 20 units/s². Horizontal input sets movement speed to about 5.2 units/s and clamps x between -5.35 and 5.35. The player can stand on the floor and on ledges when descending over them and horizontally overlapping them. Jumping is edge-triggered so holding the jump button does not repeatedly jump: while grounded, jump upward at about 9.7; if touching either side wall, perform a wall jump upward at about 11.5 and launch away from that wall horizontally at about 7.4; otherwise allow one additional midair/double jump at about 9.4. Reset the jump allowance on landing. When touching the left/right boundary, indicate wall contact and, while falling quickly above y=1.8, reduce downward speed to create a brief forgiving wall-grip window. Count every successful jump in a wall-jump counter, even though the HUD labels the count “WALL JUMPS.” Controls: keyboard A/D or Left/Right arrows move horizontally. Space, J, W, or Up Arrow jump. Prevent browser scrolling for jump keys. Include large touch controls for mobile: bottom-left rounded buttons with left and right triangle icons, and a bottom-right rounded “JUMP” button; pointer press holds the corresponding input and release/cancel stops it. When the player falls below y=-1, show a dead state. When the player rises above y=31.6, show the win state. HUD and presentation: overlay a fixed HTML HUD over the canvas. At top-left show the uppercase title “WALLBOUND.” At top-center show a pill-shaped hint reading “A/D or ◀ ▶ move · Space / J wall-jump.” At top-right show two right-aligned lines, “HEIGHT [whole-number]m” using the player’s current nonnegative height and “WALL JUMPS [count].” Use an almost-black navy page/canvas background, pale blue-white text, thin blue borders, translucent navy rounded controls, and subtle shadows. During a win, center a large “SUMMIT REACHED” message with the subtitle “You made it to the top” and show a centered “Climb again” button below it. During a fall, center “TRY AGAIN” with the subtitle “Hold toward a wall, then tap JUMP” and show the same restart button. The restart button resets the player, counters, and game state to the starting position. Smoothly damp the camera toward the player’s height (keeping the view centered around the current route), and rotate the summit ring continuously while rendering the scene.