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Skyline Sprint

  • 3d
  • first-person
  • platformer
  • time-trial
  • arcade
  • neon
  • space
  • collectathon
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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. Alexey built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyline Sprint yet. Play it, then tell Alexey what you would add next.

Make your own game

Skyline Sprint was built by Alexey 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 Skyline Sprint 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 Skyline Sprint

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.

Rebuild a first-person 3D platforming time-trial game titled "Skyline Sprint". Use Three.js-style WebGL rendering with a perspective FPS camera (about 74-degree field of view) following an invisible player controller. The player begins on a floating starting island at world position approximately (0, 2.3, 6), can move with WASD or arrow keys, jump with Space, and look around by clicking/dragging to control the FPS view. Also support touch/mobile controls through an on-screen movement/look controller if the engine provides one. Movement speed should be about 7.5, jump speed about 9.5, and gravity about -24. If the player falls below y=-12, respawn them at the start without ending the run.

The objective is to collect all six glowing golden cubes scattered across a vertical route of floating islands, then reach the cyan finish gate before the 45-second countdown expires. Cubes are collected automatically when the player comes within about 1.25 world units; collected cubes disappear. They should slowly rotate while uncollected. After all six cubes are collected, the HUD objective changes to reaching the cyan gate. The gate is a glowing cyan torus/ring at approximately (0, 12.2, 7), rotating continuously; crossing within about 2.1 units after collecting every cube wins the run. When the timer reaches zero, show a time-up result instead. Include a Restart button that resets player position, timer to 45 seconds, cube collection, cube visibility/rotation, and hides the result message.

Build the level from five solid floating rectangular platforms with dark indigo/purple bodies and bright neon rims. Their approximate centers and dimensions are: starting island at (0,0,6), width 7 and depth 7, cyan rim; amber island at (-6,2.1,0), width/depth 4.5, pink rim; violet island at (1,4.7,-5), width/depth 4.5, cyan rim; teal island at (8,7.2,0), width/depth 5, pink rim; and final island at (2,9.8,7), width/depth 5, cyan rim. Each platform is a box roughly 0.55 units thick with a thin rim slightly above its top. Place the six gold cubes at approximately: (-1.7,0.95,5.3) on/near the start island, (-6,3.05,0), (1,5.65,-5), (8,8.15,0), (2,10.75,7), and (0,12.6,7). The sixth cube is above/near the final platform and below/near the finish gate, requiring a final jump or approach.

Use a dark cosmic neon aesthetic: almost-black navy/purple background (#050014), subtle exponential purple fog, and a starfield of roughly 260 small lavender points distributed through the sky. Platforms should be very dark purple with subtle violet emissive glow; rims should be emissive cyan or hot pink. Cubes should be yellow/gold with orange emissive glow, metallic and slightly rough, visibly rotating. The finish ring should be cyan with strong blue emissive glow and slight transparency. Add cool blue/cyan and magenta lighting, including a cool hemisphere light, directional light, magenta point light and cyan point light, producing vivid colored highlights and silhouettes. Add simple low-poly space/nature dressing where available: a space-platform prop near the amber island and several rocky cliff blocks around the amber, teal, and final islands. Do not make these props gameplay-critical.

The camera should present the floating-island route against the starry void in a clean first-person view. Use shadows, neon emissive materials, ACES-like tone mapping, and a high-contrast arcade presentation. The player avatar itself need not be visible because this is an FPS game. Keep the environment sparse and geometric, with large gaps between islands and the upward zig-zag route clearly readable.

Create an HTML overlay HUD over the canvas. In the upper-left, show a rounded translucent dark panel with a cyan border/glow: small uppercase cyan title "SKYLINE SPRINT", a large white countdown such as "45.0", and status text initially "Cubes 0 / 6 · Keep moving" (or the initial instructional state "Cubes 0 / 6 · Reach the cyan gate" if desired, but update it to "Reach the cyan gate" only once all cubes are collected). In the upper-right, provide a prominent dark purple rounded "Restart" button with a pink border. Initially show a centered run prompt/banner reading "RUN!" and "Collect every golden cube before time runs out"; when the player wins, show "CLEAR!" and "You crossed the skyline gate — tap Restart to race again"; on timeout show "TIME UP" and "The islands will still be here — tap Restart and try again". Include a bottom-center hint reading "WASD / arrows to move · Space to jump · Click to look" on non-touch devices, and hide that hint on coarse-pointer/touch devices. Use dark translucent panels, cyan/pink glows, rounded corners, and bold modern system UI typography matching the screenshot. The game should start/reset into active play, continuously update the timer to one decimal place, and stop gameplay interactions for the completed/failed run until Restart is pressed.

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