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Arcade › Skelly Kick
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Brandon built it with Cinevva, so it works on a phone or a tablet too.
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Skelly Kick was built by Brandon 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 Skelly Kick 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.
Recreate a mobile-friendly 3D Three.js arcade game titled "Skelly Kick." The camera is a perspective follow camera looking down a long dirt-colored runway from behind and slightly above the launch area; it smoothly follows B. Skelly as he travels forward, keeping the runway and character visible. Use a bright, simple, colorful low-poly/cartoon style with a pale blue sky background and fog, a broad green grass field, and a central tan dirt lane about 5.8 units wide extending far into the distance. Put a white start line across the lane at the origin and white transverse distance marker bars every 10 meters from 10m through 160m, with dark brown labels such as “10 m” placed beside the lane. Scatter small low-poly green shrubs with short brown trunks along both sides of the runway. Enable soft character and environmental shadows with warm hemisphere and directional sunlight. At the start line place B. Skelly, a small cute skull/skeleton creature loaded from the Quaternius Cute Animated Monsters Skull.glb asset (or a visually equivalent cute animated skull), facing down the runway. Keep him idle while waiting. Place North, an animated adventurer from the Quaternius Ultimate Modular Men Adventurer.glb asset (or equivalent), directly behind B. Skelly at the start line, facing toward the runway; play his neutral idle animation while waiting and a one-shot kick animation when a launch occurs. Add floating billboard name tags reading “B. Skelly” above the skull and “North” above the adventurer, always facing the camera. Give B. Skelly a soft circular shadow on the ground. The core loop is a distance-kick challenge. The player drags/flicks upward anywhere on the screen to kick B. Skelly. On pointer/touch down, show a horizontal power meter near the top center and begin an aiming arrow near B. Skelly. During the drag, fill the meter from green through yellow to red based on total drag length, and stretch/turn the yellow aiming arrow according to drag power and horizontal direction. On release, require an upward movement of at least 35 pixels and total movement of at least 45 pixels; otherwise show a brief “Flick upward!” message and do not launch. For a valid flick, use total drag length clamped from 0.18 to 1.0 power: forward velocity is 18 + power*28, upward velocity is 5.1 + power*4.2, and horizontal velocity is horizontal drag ratio clamped to -0.75..0.75 multiplied by 4.6*power. Thus longer upward flicks produce harder, farther kicks and horizontal angle causes side drift. Play a short impact/kick sound and show a brief centered toast such as “Swift kick: 75%!”; trigger North’s kick animation. Simulate simple physics while airborne: gravity about 11.2 downward, position updated from velocity, and rotation/spin on all axes. B. Skelly bounces when he hits the runway: if vertical speed is above about 1.45, reverse and damp vertical speed to 42%, reduce horizontal speed to 78% and forward speed to 86%, and damp spin; otherwise apply strong friction until he stops. Keep him inside the lane with side-wall bounces at x = +/-2.8 (reverse lateral velocity with damping), prevent him from traveling behind z=-1, and cap the far end at z=170. When velocity becomes very small on the ground, stop the launch, mark him resting, calculate the final forward distance in meters, and compare it to the locally saved best distance. Save a new best score locally and show a centered “New best: X.X m!” toast, otherwise show the finished distance. While resting, periodically emit translucent expanding green stink/fart puffs behind and around B. Skelly; emit them more frequently while airborne. Puffs should drift upward/backward, expand, fade, and disappear. The fixed HUD overlays the game without blocking play except for the reset control. At the top, show three elements: a cream translucent panel labeled “DISTANCE” with a large value like “0.0 m” on the left, a prominent Reset button in the center (use the implemented blue button with a darker pressed shadow; an orange version is also consistent with the supplied screenshot styling), and a matching cream panel labeled “BEST” with the saved best value on the right. Use a rounded-friendly Fredoka-like bold font, dark brown text, subtle brown borders, and drop shadows. Show the power bar only during a pointer drag. Near the bottom center, show a cream instruction/status panel reading initially “Flick upward to make North kick B. Skelly and score how far he flies.” After launch it should say B. Skelly is airborne and North is watching the distance; after settling it should explain that North scores the launch and the player can reset or flick again. The Reset button resets both characters, their positions and rotations, velocities, distance, and launch state to the start line; the R key does the same. The Space key performs a test kick equivalent to a strong upward kick. Make the layout responsive for portrait mobile screens, disable page scrolling/selection, and support mouse and touch pointer input. Include a brief centered toast for invalid flicks, kick percentage, final distance, and new best notifications.