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Arcade › Skyline Sprint

Skyline Sprint

  • 3d
  • platformer
  • third-person
  • arcade
  • time-trial
  • sci-fi
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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. Alex 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 Alex what you would add next.

Make your own game

Skyline Sprint was built by Alex 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.

Create a browser-based 3D third-person platformer called “Skyline Sprint.” Use a dark navy background/sky with atmospheric fog and a simple stylized low-poly sci-fi skyline aesthetic. The camera should be a perspective third-person camera following the player from behind at about 8 units away, with a vertical climbing route visible ahead. Use soft shadows, cool cyan lighting/highlights, and warm sunlight.

The player is a small glowing cyan humanoid/robot-like avatar: a capsule-shaped light-blue body with a dark rectangular visor that has a cyan glow. Place the player at the start of a large dark blue rectangular platform near the origin. The player can move with WASD or the arrow keys, jump with Space, and sprint while holding Shift. On touch devices, provide the runtime joystick and jump controls. Movement should use third-person controls, with jumping and gravity appropriate for a platforming game.

Build a fixed vertical obstacle route of seven platforms. The start platform is a broad 7 by 7 platform at height 0. Above and progressively farther into the scene, place five smaller platforms and a final finish platform: platform 1 around (x=5, y=2.4, z=-3), size 4.5 by 3.5; platform 2 around (1, 5.1, -9), size 4.2 by 3.2; platform 3 around (-5, 7.8, -12), size 4.6 by 3.6; platform 4 around (-2, 10.7, -18), size 4.6 by 3.6; platform 5 around (4, 13.4, -21), size 5.4 by 4.2; and the finish platform around (0, 16.2, -27), size 7 by 6. Platforms are dark desaturated blue rectangular blocks, each with a thin bright cyan glowing rim/edge. Make the five intermediate platforms move continuously: platform 1 oscillates on the X axis with amplitude 3.0 and speed 1.25; platform 2 oscillates on Z with amplitude 3.2 and speed 1.0; platform 3 oscillates on X with amplitude 3.7 and speed 1.15; platform 4 oscillates on Z with amplitude 3.0 and speed 0.95; platform 5 oscillates on X with amplitude 2.5 and speed 1.3. Use distinct phase offsets so they do not move in sync.

In the distant background behind the route, add a large dark tapered/cylindrical tower silhouette centered near z=-34, plus sparse thin cyan structural bars around it, reinforcing the skyline/tower setting without adding enemies or collectibles. At the top finish area, place a gold beacon at approximately (0, 17.2, -27): a glowing gold faceted orb (icosahedron-like) inside/near a rotating gold torus ring. Rotate the ring and orb slowly for an obvious goal marker.

The goal is to climb by jumping across the moving platforms and touch the gold beacon before the timer expires. Start each run with a 45.0-second countdown. If the player comes within roughly 2 units of the beacon, end the run as a win. If the timer reaches zero, end it as a loss. On a win, show “Beacon reached!” and text stating how many seconds remained; on timeout, show “Time ran out” and a message explaining that the platforms keep moving and suggesting a cleaner route. Include a Run Again button that resets the player to the start and timer to 45 seconds.

Overlay a HUD over the game. In the top-left, show a translucent dark rounded panel with the cyan uppercase title “SKYLINE SPRINT,” a large white numeric timer initially reading “45.0,” and the hint “Reach the gold beacon before time runs out.” Make the timer turn pale red when under 10 seconds. Before play begins, center a large dark translucent rounded modal card with a cyan-tinted border, the title “Skyline Sprint,” explanatory text “Jump across shifting platforms, climb the tower, and touch the gold beacon before the clock hits zero.” and a bright cyan “Start Run” button. Hide this card after starting. In the lower-right on desktop, show “WASD / arrows · Space to jump · Shift to sprint”; hide this hint on coarse/touch pointers. Keep the overall UI minimal, dark, polished, and responsive, with no score, lives, weapons, or enemies.

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