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Arcade › Floodflight
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dillon Thomas built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Floodflight yet. Play it, then tell Dillon Thomas what you would add next.
Floodflight was built by Dillon Thomas 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 Floodflight 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 3D browser game titled “Floodflight,” an atmospheric endless forward flight game. Use a third-person perspective behind and slightly above a small sparrow, with a smooth follow camera that looks forward along the bird’s path. The scene should use low-poly stylized 3D art, dark stormy lighting, soft exponential fog, and a muted blue-gray palette. The player avatar is a small flying sparrow/brown pigeon-like bird centered in view. Give it brown, dark brown, tan, and cream feather coloring, a tiny orange-brown beak, black eyes, and a looping fast-flying/flapping animation. The bird begins around x=0, y=8, z=8 and automatically flies forward toward decreasing z at roughly 8 units per second. The player controls lateral and vertical movement: A/D or left/right arrows steer horizontally, W/S or up/down arrows move up and down, and Space also climbs. Clamp horizontal movement to approximately -18..18 and altitude to approximately 2.5..22. Smoothly bank and pitch the bird based on its velocity. Include F as an optional forward-boost input that increases forward speed while held. Build a flooded wilderness route. Place a large flat dark teal-blue water plane beneath the flight path; it gradually rises over time from about y=-4 toward y=3.8. The main loss condition is touching the rising water: if the bird’s altitude drops below the water level plus a small margin, end the run. The bird travels toward a distant island/hill and ark silhouette. Create a broad low-poly gray-green cylindrical rocky island/hill in the distance around z=-26, with blocky green trees and some bare dead trees distributed through the landscape and along the route. Add a simple distant ark around z=-48: a brown rectangular hull and a simple peaked/tapered roof, readable as a rescue destination. Populate the sky and route with many large dark storm clouds made from clusters of rounded low-poly spheres, mostly above and ahead of the bird. Clouds should drift slowly toward the camera and recycle farther ahead when they pass behind the player, creating a moving storm atmosphere. They are visual obstacles in the presentation; preserve the game’s actual rule that the water is what ends the run. Use a perspective camera around 58 degrees field of view, with fog that makes distant objects fade into the storm. Light the scene with a cool bright hemisphere light and cool directional sunlight, with soft shadows where supported. The water should be slightly rough and reflective-looking, while rocks and trees should be matte. The overall visual composition should show the bird flying over a huge flooded expanse under a nearly black, cloud-filled sky, with the island and ark visible ahead. Add a fixed HUD overlay. Top-left: large uppercase spaced title “FLOODFLIGHT” and subtitle “A sparrow above the rising waters.” Top-right: “Altitude 0 m” initially, updating to the bird’s rounded altitude in meters, and a day/score line initially “Day 1,” updating as “Day N · X pts,” where score is elapsed seconds times 10 and the day increments every 18 seconds. Bottom-center: a dark translucent rounded message panel reading “WASD / arrows to fly · Space to climb · dodge the storm clouds.” At launch, show a centered rounded gold button labeled “Begin the flight.” Do not start the simulation until it is clicked; then hide the button and show simple mobile touch controls at lower-left: translucent circular left, up, and right buttons. Support pointer/touch hold behavior for those buttons. On game over, keep the scene visible and replace the message with “The flood reached the flight path — press R to try again”; pressing R resets the bird to its start position, resets elapsed time and score, and resumes play. Use responsive full-window canvas rendering and preserve the cinematic unobstructed view.