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Arcade › Sky Climb
Click the game above and it runs right here in your browser. No download, no installer, no account needed. murat atmaca built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Climb yet. Play it, then tell murat atmaca what you would add next.
Sky Climb was built by murat atmaca 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 Sky Climb 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 third-person 3D vertical platform-climbing game titled “Sky Climb.” Use a dark navy sky/background with atmospheric fog, a clean stylized low-poly look, and cool cyan glowing platform edges. The camera should follow the player from behind at a moderate distance with mouse-look, using a perspective view. Build a tall ascending route of roughly 34 floating platforms: begin with one broad platform centered at ground level (about 4.6 by 4.2 units), then place platforms progressively upward with vertical gaps around 1.6–2.95 units, varied horizontal positions, varied widths around 2.1–3.8 and depths around 2.0–3.6, and slight random rotations. Platforms are chunky dark blue-gray rectangular slabs with thin bright cyan emissive strips along all four top edges. The route should be climbable by jumping from platform to platform; if the character falls below about -8 height, reset them to the starting platform and show a retry message. The player is a small stylized astronaut-like character: a warm yellow/orange capsule-shaped body with a dark blue reflective visor on the front, standing at the center of the starting platform. Give the character simple shadow casting and a subtle warm emissive accent. Use basic physics with gravity, horizontal movement, and jumping: WASD or arrow keys move relative to the camera, Space jumps, and the player rotates toward movement. Use approximately 5.2 movement speed, 8.8 jump speed, and -24 gravity. Support mouse camera look and also controller input: left stick moves relative to camera and controller face buttons jump. The game starts paused until the user presses the centered START button; after starting, hide that button and display a brief bottom message such as “Klettere nach oben!” (“Climb upward!”). Dress many of the higher platforms with sparse nature-kit props visible as environmental decoration: alternating logs, bridge stones, and wooden bridge-center pieces, positioned on platforms and casting shadows. Do not turn these props into enemies or collectibles; they are scenery only. Light the scene with a bright hemisphere light, a strong white directional key light with shadows, and a cool blue rim light. Use fog that fades distant platforms into the navy background. Add a fixed glassy HUD over the scene. In the upper-left, show a rounded translucent dark card with cyan uppercase title “SKY CLIMB” and a large height readout starting at “0 m.” Update the readout to the player’s greatest reached whole-number Y height in meters, never decreasing during a run. In the upper-right, show a matching translucent card with the instructions “WASD / Pfeile · Space springen” and “Maus zum Umsehen · Controller bereit” (hide this hint on narrow mobile screens). Center the start screen with a large rounded button using a cyan-to-purple gradient, white “START” text, and the subtitle “Steig so hoch wie du kannst.” When the player reaches at least 48 m, trigger a brief bottom notification reading “Gipfel erreicht! Stark.” and mark the summit as reached, while continuing to show the height. Use rounded translucent notification styling and responsive sizing similar to the reference: dark blue full-screen background, minimal HUD, bright blue platform rims, and no health, ammo, score, enemies, or extra menus.