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Airbound

  • 3d
  • arcade
  • runner
  • platformer
  • gymnastics
  • endless-style
  • mobile-friendly
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How to play

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

Discussion

Nobody has said anything about Airbound yet. Play it, then tell Adigwe Joel what you would add next.

Make your own game

Airbound was built by Adigwe Joel 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 Airbound 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 Airbound

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.

Recreate “Airbound,” a short 3D side-scrolling rhythm-gymnastics obstacle course called “AIRBOUND / FLOOR SERIES.” Use a dark plum arena world (#171328) with fog, soft shadows, cinematic purple/pink lighting, and cyan rim light. The camera is a perspective third-person side view, looking across a long spring floor; it should smoothly follow the gymnast horizontally and rise/fall with her jumps. The playable route runs left-to-right from approximately x=-5.5 to x=18.5.

Build the stage as a long dark-purple spring floor with a lighter inset surface, thin alternating cyan and hot-pink floor stripes, side rails, a warm orange balance beam on a purple pad in the rear, and two colored floor mats (pink and cyan). Add subtle audience silhouettes along both sides/back of the arena: simple small white bodies with purple/pink heads. The scene should feel like a stylized, polished gymnastics arena rather than a realistic sports venue.

Create a stylized low-poly female gymnast avatar at the left side of the course. She has a skin-colored spherical head and cylindrical limbs, a purple/violet leotard torso with pink lower-body/leg accents, a small pink-purple ponytail, and a compact athletic silhouette. She automatically runs/glides toward the right while the player controls jumps; animate a slight airborne body tilt and alternating arm motion while jumping.

Gameplay is a finite auto-running routine. On starting, hide the intro overlay, reset the gymnast to x=-5.5 on the floor, reset score/combo, and move her automatically rightward. The speed begins around 5.2 and gradually increases with distance up to about 8.2. The player’s vertical ground height is y=0.8. Gravity is about 20 units/sec². Press Space or tap the on-screen JUMP button to jump when grounded; a normal jump launches with vertical velocity about 7.3. Hold either Shift key, or hold the BOOST touch button, before jumping to make the next jump longer/higher with velocity about 9.6. Boost is a held state and should be released when the button/key is released. Do not allow a second jump while airborne.

Place seven floating collectible style stars along the route, represented by small glowing gold octahedrons, alternating slightly in depth/line placement and hovering around y=1.45. They slowly rotate. Collect a star when the gymnast comes within roughly 0.72 world units; hide it and award 100 style-score points and increase the combo by 1.

Place five pink-red challenge blocks on the running line at roughly x=1.8, 5.1, 8.8, 12.1, and 15.2, with varied depth, widths around 0.7–0.85, and heights around 0.65–1.15. The gymnast must jump over them. A block collision occurs when horizontal overlap is close, depth distance is within about 0.75, and the gymnast is too low (player height below block height plus approximately 0.65). On collision, mark that obstacle hit only once, reset combo to zero, subtract 45 points without going below zero, nudge the gymnast backward slightly, and change the helper text to “Ouch — reset your flow with a clean landing.” Collisions should not immediately end the routine.

Reward clean landings: when an airborne jump returns to the floor, award 70 points plus 8 times the current combo, then increase combo by 1. Collecting stars also increases combo. A successful jump/landing is the main rhythm-flow scoring mechanic. The routine ends when the gymnast passes x=18.5; show a game-over/completion overlay with “Routine complete.” and a result such as “Final style score: [score] — combo [combo].”

Implement the menu and HUD as fixed HTML/CSS overlays over the WebGL canvas. At the top-left show cyan uppercase branding “AIRBOUND / FLOOR SERIES.” At the top-right show a large four-digit zero-padded style score, initially “0000,” with the label “STYLE SCORE.” The initial centered menu should say “Find your air.”, subtitle “A rhythm gymnastics challenge about timing, flow, and sticking the landing.”, and a translucent rounded instruction panel reading “Press SPACE or tap JUMP to launch. Hold SHIFT for a longer leap.” Highlight SPACE/JUMP/SHIFT in pink. Include a gradient pink-to-cyan rounded “START ROUTINE” button. At the bottom show the helper text “Jump over the blocks • land on the mat • collect stars,” plus two translucent rounded touch buttons labeled JUMP and BOOST. Make the touch controls usable on mobile, while also supporting Space, Shift, and Enter keyboard controls. When complete, show RUN IT AGAIN and MENU buttons; MENU returns to the intro screen. Keep the visual language consistent: dark plum background, white/lavender typography, neon cyan and pink accents, translucent rounded panels, soft glow/shadows, and a premium editorial gymnastics-event feel.

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