Endless Cubic Parkour

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Identpundyly.cubic_endless_parkour
Created
Updated
Latest Version 138867 62.4 KB ~5
Tags fun parkour singleplayer
Links s&box
SummaryEndless Cubic Parkour — Test your reflexes in a procedurally generated void!
Description
Endless Cubic Parkour — A procedural jumping challenge where the world is built one leap at a time. How it works: • Dynamic Generation: The game only exists where you are and where you’re going. As soon as you land on the next block, the previous one is destroyed to save resources, and a new one spawns ahead. • Stepped Randomization: No boring straight lines. Every block is offset by at least 1 and up to 3.5 units (35–122.5 units total) in any direction, ensuring you always have to adjust your aim. • Visual Feedback: Blocks are reactive. Touching a block triggers a color shift to a random pastel tint, letting you know the next part of the path has been generated. • Infinite Loop: With a score counter tracking every successful jump and a teleport system that brings you back to your last platform if you fall into the void, the only limit is your concentration.
Endless Cubic Parkour — A procedural jumping challenge where the world is built one leap at a time. How it works: • Dynamic Generation: The game only exists where you are and where you’re going. As soon as you land on the next block, the previous one is destroyed to save resources, and a new one spawns ahead. • Stepped Randomization: No boring straight lines. Every block is offset by at least 1 and up to 3.5 units (35–122.5 units total) in any direction, ensuring you always have to adjust your aim. • Visual Feedback: Blocks are reactive. Touching a block triggers a color shift to a random pastel tint, letting you know the next part of the path has been generated. • Infinite Loop: With a score counter tracking every successful jump and a teleport system that brings you back to your last platform if you fall into the void, the only limit is your concentration.
Votes 1 7 3
Error Rate0%
Reviews
2 reviews
0% Recommended (0) 50% Promise (1) 50% Needs Work (1)
Usage
52 players 52 sessions 56 minutes playtime 1 minute avg session
Totals captured
Data
{"SinglePlayer": true}