Appearance
Arcade › Sky Drop
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Artin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Drop yet. Play it, then tell Artin what you would add next.
Sky Drop was built by Artin 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 Drop 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 browser game titled “Sky Drop,” a lightweight top-down 3D battle-royale shooter on a single circular island arena. Use Three.js-style 3D rendering with a perspective camera following the player from a high diagonal angle (camera roughly 15 units above and 15 behind the player), smoothly tracking and looking toward the player. The scene should have a bright light-blue sky background with atmospheric fog, a large low-poly circular green island/floor, soft directional shadows, and a glowing blue circular safe-zone ring on the ground. The island is about 42 units in radius at the start; the safe zone steadily shrinks over 110 seconds to about 13 units, with the ring visibly scaling down. The player cannot move beyond the current zone boundary, and being outside the zone damages the player over time; bots outside the zone also lose health. Represent the player as a small stylized humanoid fighter: dark charcoal capsule-like body, peach spherical head, and a small black gun. Spawn the player at the center with 100 HP, a magazine of 24 rounds, 42 reserve rounds, and zero kills. Place six enemy bots around the island at random positions. Bots use the same simple humanoid shape but with red bodies. Each bot has 55 HP, approaches the player if farther than 12 units, retreats if closer than 7, strafes side-to-side with a changing direction, aims at the player, and fires when within 18 units, provided it is not intersecting cover. Enemy bullets are orange/red; player bullets are bright blue, small glowing spherical projectiles. Player bullets travel faster and deal 28 damage per hit; bot bullets deal 11 damage to the player. Bullets disappear after a short lifetime, outside the arena, or on hitting cover. Cover is made from several stationary brown rectangular block obstacles distributed around the island; cover blocks movement/projectiles through collision checks and casts shadows. The goal is to eliminate all six bots and win, or die when the player’s HP reaches zero. A bot disappears when defeated, the kill count increases, and there is a chance for it to drop an additional pickup. Include three initial floating/spinning cylindrical pickups distributed inside the zone: two green healing pickups that restore 30 HP (capped at 100), and one yellow ammo pickup that adds 18 reserve rounds. Additional random green or yellow pickups can spawn when bots are killed. Pickups bob slightly and rotate, and are automatically collected when the player approaches. Desktop controls: WASD or arrow keys move relative to the camera/player view, mouse position controls an approximate ground aim direction, hold the mouse button to fire, Shift increases movement speed for running, and Space performs a dash. Dash moves the player instantly about 4.8 units in the current movement direction and has a 2.8-second cooldown; show the cooldown in the HUD. Mobile controls: provide a translucent circular left virtual joystick with a blue center nub for movement, plus large blue SHOOT and DASH buttons at bottom right. Holding SHOOT fires continuously, and DASH uses the same cooldown. Include a centered crosshair plus sign. Add a translucent dark rounded HUD across the top showing live text such as “HP: 100 | Ammo: 24/42 | Bots: 6 | Kills: 0” on the left and “Zone: 100% | Dash: READY” on the right. Use white text, subtle borders, shadows, and glass-like dark panels. At startup, show a centered dark rounded instruction modal titled “Sky Drop,” with Persian text describing it as a lightweight Free Fire-style battle royale, Persian desktop/mobile control instructions, and a blue “شروع بازی” (Start Game) button. Keep the UI responsive for desktop and mobile. When the player wins, replace the modal with “Winner Winner” and Persian text saying all bots were eliminated, with a restart button. When the player dies, show “You Died” and Persian advice to stay inside the zone and use cover, also with a restart button. Restarting resets the player, six bots, ammo, zone, pickups, bullets, and timer. Maintain the clean minimal low-poly arcade aesthetic visible in the reference: green island, brown block cover, simple colored fighters and projectiles, bright blue ring, blue mobile controls, and no elaborate textures.