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Arcade › Sky Coin Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Edi Subroto built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Coin Run yet. Play it, then tell Edi Subroto what you would add next.
Sky Coin Run was built by Edi Subroto 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 Coin Run 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 playable third-person 3D platforming game titled “Sky Coin Run.” The game takes place high in a bright blue sky with light blue fog and four separated floating grassy islands arranged as an ascending route: a large starting island centered around (0,0,0), a smaller island to the right and farther back around (14,3,-7), another island to the left and farther back around (-13,6,-14), and a final island farther back around (1,10,-25). Each island is a simple rectangular block with a vivid green grass top and a brown, faceted tapered rocky underside hanging below it. Add a few low-poly trees and rocks as decoration on the islands, matching a colorful, simple low-poly/cartoon style. Use directional sunlight, soft hemisphere lighting, shadows, and a third-person perspective camera positioned behind and above the player; the camera smoothly follows the player and can orbit horizontally and slightly vertically. The player is a stylized low-poly humanoid character in a cube-world aesthetic, initially standing near the front of the starting island. Use a loaded animated humanoid model if available, with idle and running animations; switch to running while moving and idle while stationary. The character can move in the camera-relative horizontal directions and jump, with gravity. Movement speed is about 5.2 units/second, jump velocity about 8.4, and gravity about 22. The player can walk and jump across the floating islands, but there is no combat, enemy, health, timer, or fall-life counter. If the player falls far below the islands, respawn them at the starting position. The game goal is to collect every coin. Place exactly nine collectible gold coin sprites at these positions/routes: three on the starting island near (0,2.4,-1), (3,2.2,2), and (-3,2.2,-3); two on the second island near (14,5.3,-7) and (12,5.2,-5); two on the third island near (-13,8.3,-14) and (-10,8.2,-15); and two on the final island near (1,12.3,-25) and (4,12.2,-26). Render coins as flat billboard/sprite-like gold coin images, approximately 1.05 units in size, rotating visually over time. A coin is collected when the player comes within roughly 1.45 units; hide it and increment the counter. Display the HUD counter as “COINS 0/9” in the upper-left, updating as coins are collected. When all nine are collected, show a dark translucent centered message panel reading “ALL COINS FOUND!” in yellow and “Tap the jump button to play again” beneath it in white. Tapping the jump control after winning resets the score and restores all coins. Provide desktop and mobile controls. On desktop, arrow keys or WASD move relative to the current camera orientation, and Space jumps. On mobile, show a translucent circular MOVE control area at the lower-left and a translucent circular JUMP button at the lower-right. The left touch area supports directional movement based on where it is pressed; tapping the right jump button jumps. Dragging on the right side of the screen rotates the camera, with horizontal drag controlling yaw and vertical drag controlling pitch. Include a lower-left instructional dark translucent panel reading “Drag right to look • arrows/WASD move.” Keep the HUD and touch controls as a 2D overlay over the 3D scene, with white text and dark blue translucent panels. Make the game fill the viewport, resize responsively, and preserve the clean minimal colorful presentation shown in the reference.