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Arcade › Wobble Gate
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dylan Rosas built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wobble Gate yet. Play it, then tell Dylan Rosas what you would add next.
Wobble Gate was built by Dylan Rosas 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 Wobble Gate 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 small third-person 3D platformer titled “Wobble Gate,” built in a low-resolution, pixelated PS1-era style. Use a fixed playable floating-island course over a dark purple foggy void, with flat-shaded low-poly geometry, chunky nearest-filter procedural textures, limited lighting, and deliberate vertex/pixel snapping that makes the world wobble slightly. The camera is a perspective chase camera positioned behind and above the player, looking at the player, with mouse dragging or a right touch look zone to orbit yaw and pitch. The player is a simple blank white blocky humanoid character with two small black dot eyes. Place the player at the front of a mossy green starting island. Use camera-relative movement: WASD or arrow keys move, Space jumps, and Shift runs. Normal movement speed is about 4.7 and running about 7.3; jumping is a noticeable arc with gravity. Also provide touch controls: a translucent dashed left “MOVE” zone/virtual stick, a right “LOOK” zone/stick, and circular “JUMP” and “RUN” buttons along the bottom. Starting keyboard, stick, jump, or run input dismisses the start prompt. The goal is to collect all six gold tokens and then enter the exit gate. Tokens should be chunky gold faceted gems with a coin-like sprite face, rotating and bobbing in place. Put them along this route: one over the first gap near the start, one at the top of a wooden ramp/upper square, one on small left stepping stones, one after the thin bridge, one on a risky right-side perch, and one on the moving platform near the end. Hide each token when collected and show a HUD counter “TOKENS 0/6” (updating to the current count). Build the route from discrete floating platforms with gaps: a mossy start island; a slightly raised first gap platform; a wooden ramp leading upward; an upper square; a narrow thin bridge; a hazard ledge; a starting platform before the final crossing; a side-to-side moving platform; and a large raised mossy exit island. Include two optional/risk side platforms to the left around the upper route and a right token perch. The moving platform should sway horizontally about 2.4 world units with a smooth sine motion, and carry the player while they stand on it. Add two red spike hazard patches made from red textured bases and multiple chunky cone spikes: one on the upper square and one on the hazard ledge. Touching a spike patch respawns the player at the latest checkpoint. Falling below the floating course into the fog also respawns at that checkpoint. Briefly flash/tint the background on respawn and display messages such as “Ouch — hazard reset” or “You fell into the fog.” Add two simple glowing green checkpoints, each a thin pole with a rectangular flag: one just ahead of the start and one near the middle hazard ledge. When the player comes within range, save that checkpoint as the respawn position and update the HUD checkpoint label. The HUD should initially read “CHECKPOINT START,” then reflect the reached flag, such as “MID.” Untouched checkpoints softly glow and touched checkpoints become brighter/greener. At the far end, place a black rectangular gate frame with two posts and a top beam on the raised exit island, containing a translucent pulsing portal. It is red/pink and locked until all six tokens are collected; when the sixth token is collected it changes to glowing cyan/blue. If the player approaches it too early, show “Gate locked — N token(s) left.” Once all tokens are collected, show “All tokens collected. The exit gate is open.” Entering the gate completes the game and displays a centered overlay: “YOU OPENED THE WOBBLE GATE,” “All tokens collected. Exit reached.” and a “PLAY AGAIN” button. Use a minimal monochrome/pixel/terminal-feel interface. On launch, show a large centered dark translucent start panel with a thin yellow border, the title “WOBBLE GATE,” instructions “Collect all 6 tokens, then reach the exit gate. Falling or touching spikes resets you to your last checkpoint.” and a yellow “START” button. Behind it, keep the game world visible: dark purple sky/void, floating textured brown/gray/moss platforms, and the touch control overlays at the bottom. Above gameplay, place a compact dark HUD box at upper left with the token and checkpoint text, and a wide dark instruction/message box across the top reading “Collect every token, then enter the glowing gate.” During play, keep this message area updated for token, checkpoint, hazard, and gate status. Do not add enemies, combat, weapons, lives, or extra stages; the core challenge is platforming, collecting the six tokens, avoiding spikes/falls, using checkpoints, and reaching the gate.