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Safe Landing

  • 3d
  • flight
  • landing
  • arcade
  • simulation
0
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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. Bear built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Safe Landing was built by Bear 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 Safe Landing 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 Safe Landing

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 playable 3D flight-landing game titled “Safe Landing.” Use a stylized low-poly airport approach viewed in third-person chase camera behind and slightly above a small passenger jet. The scene should have a bright blue sky with light fog, green ground, soft shadows, and an airport runway ahead in a valley framed by faceted green mountains with pale snowy caps. Build the plane from simple geometric parts: a white fuselage with a red pointed nose and red tail surfaces, pale blue cockpit glass, broad white wings, dark engines, and visible landing wheels. The plane begins centered on the approach at high altitude, with the runway far ahead, and the camera follows smoothly while looking along the aircraft’s forward direction.

Core gameplay: guide the passenger plane toward the airport runway, manage speed and descent, align with the runway centerline, touch down gently, then roll straight down the runway and slow to a stop. Start with 84 passengers. The flight begins paused behind a full-screen translucent dark overlay. The overlay title reads “Safe Landing,” explains that 84 passengers are aboard and the goal is to keep the plane stable, line up with the runway, and touch down gently at the airport, and shows a prominent green “Start Approach” button. Include tips: “Nose up to lose less altitude,” “Throttle down before touchdown,” and “Land level and centered.” Also allow Space to start.

Controls: Arrow keys or WASD steer. Left/right turn the aircraft; up/down pitch the nose up or down. Q decreases throttle and E increases throttle. Input should work as held controls, and provide touch-friendly on-screen controls: a four-button directional pad in the lower left with up, left, down, and right arrows, plus stacked + and − throttle buttons in the lower right. Pressing a touch control can begin the approach if it has not started. After the flight ends, R should restart, as should a “Fly Again” button.

Flight physics should be forgiving but require active control. Constrain throttle target speed between roughly 12 and 30 simulation units, smoothly approach the target speed, and display speed as knots using approximately speed*12.5. The aircraft moves forward according to its yaw and pitch. Pitch and turning are controllable, with limited pitch angles, and the plane naturally trends toward level pitch. Altitude changes from speed-generated lift minus a continuous sink rate; steep bank increases sink. If speed falls below about 14.2 units, descend more rapidly and show a stall warning. The player can drift laterally, so they must correct back to the runway centerline. Use a runway about 20 units wide and 170 units long, with a dark asphalt base, wider shoulder, white center dashes, and white threshold bars. Place a taxi/apron area beside it, a control tower, terminal/hangar-like airport buildings, and several stylized trees around the airport. Add four glowing green torus approach rings at progressively lower heights along the approach path to visually guide descent.

HUD: Keep a fixed dark translucent rounded panel across the top with four stats: PASSENGERS (84), ALTITUDE (in feet, approximately world Y*120), SPEED (in knots), and RUNWAY (distance in meters to the touchdown point, approximately horizontal distance*3.2). Below it, show a wide rounded message panel. The normal message is “Line up with the runway and bring everyone down safely.” Change it to contextual warnings such as “Too far off centerline — correct now,” “Too high — ease the nose down and bleed speed,” “Too fast for touchdown — reduce throttle,” “Flare gently — keep the wings level,” and “Stall warning — add throttle or lower the nose.” Warning text/panel should use a red-tinted emphasis.

Landing rules: when the plane reaches ground height, it must be within the runway width, inside the runway’s usable length, moving at a safe touchdown speed roughly 14–24 units, with roll below about 0.38 radians, pitch nearly level below about 0.22 radians, and vertical descent rate no worse than about -8.5 units/second. A valid touchdown switches to landing-roll mode: hold the aircraft near runway height, automatically straighten it toward the runway, gradually level the wings and pitch, cap/reduce throttle and brake speed, and show “Touchdown — keep it straight and slow.” Then win when it slows to about 2 units or less or rolls beyond the runway end. Calculate and show a smoothness score based on descent rate, lateral offset, and excess touchdown speed, clamped to 42–100%.

Fail immediately if the aircraft hits the ground before or outside the runway, touches down too hard, is outside the safe touchdown speed/orientation limits, clips an airport obstacle or mountain at low altitude, or flies out of the approach bounds. Failure overlay title: “Crash Landing”; explain the failure reason and that all 84 passengers were depending on the pilot, then offer “Fly Again.” Success overlay title: “Safe Landing”; state that all passengers reached the airport safely and show the smoothness percentage, then offer “Fly Again.” Use simple short electronic tones for start, touchdown, crash, and success if audio is available.

Use responsive UI styling: dark navy translucent panels with rounded corners and subtle blur/shadows, light text, muted blue-gray labels, and a bright mint-green accent button. On narrow screens, arrange the four top stats in two columns and keep the touch controls accessible at the bottom corners. The overall visual style should be clean, friendly, low-poly, arcade flight simulation rather than realistic aviation simulation.

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