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Arcade › Sky Drop Island
Click the game above and it runs right here in your browser. No download, no installer, no account needed. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Drop Island yet. Play it, then tell njdewitt13 what you would add next.
Sky Drop Island was built by njdewitt13 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 Island 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 Three.js-style third-person game titled “Sky Drop Island.” Use a bright, low-poly/cartoon presentation with a clear sky-blue background, simple Lambert/standard materials, warm sunlight, and no heavy visual effects. The game opens with the player still aboard a flying Battle Bus at roughly 62 meters altitude and a centered dark navy rounded instruction panel. The panel says “Drop from the Battle Bus,” explains that Space exits the flying bus and deploys the parachute, WASD/arrows run, mouse or drag turns the camera, and Shift sprints, with a prominent yellow-orange “Start Match” button. Keep a compact top-left HUD of rounded dark pills reading “Sky Drop Island,” the current phase (“On Bus,” then “Freefall,” “Parachute,” or “On Island”), the current altitude in meters, and “Bots 6.” At the bottom, show a dark rounded control hint reading “Space: drop / parachute • WASD: move • Shift: sprint • Mouse drag: turn camera.” Provide a touch-friendly D-pad in the bottom-left with up/left/down/right buttons and a large yellow-orange “Drop” button in the bottom-right. Hide the intro panel after Start Match, Enter, Space, or Drop is pressed. Build a large open circular island approximately 82 units in radius, with a flat grassy green cylindrical base, a few soft rounded grassy hills, and a clear blue circular lake with a sandy ring shoreline on the left side. Add a rocky mound on the right side with an arched stone cave entrance and a dark cave interior. Scatter low-poly cover rocks around the island. Place several Kenney-style modular fantasy-town houses around the island, especially in small clusters, and many stylized pine/fantasy trees distributed around the perimeter while leaving the town and lake somewhat open. Use a blue rectangular flying bus with dark windshield/cabin, yellow balloon above it, balloon ropes, and wheels. The bus continuously travels forward through the sky with slight bobbing and side-to-side motion while the player is on board. The player is a stylized soldier avatar loaded from a Kenney mini-arena character model, with a simple fallback capsule until assets load. Start the player attached to the bus at about (0,62,-44), hidden while in the bus. On pressing Space/Drop while on the bus, place the player below and ahead of the bus, show the soldier, play a short drop sound, and enter freefall. Apply downward gravity of about 22 units/second squared. While falling, Space deploys a visible red domed parachute with pale suspension lines; parachute descent uses gentle gravity around 2.8 and limits downward speed to about 5.5, with horizontal steering at about 7 units/second. Automatically deploy the parachute when the falling player drops below about 38 meters so first-time players land safely. When the player reaches the island surface, stop vertical motion, hide the parachute, and switch to the grounded/on-island phase. Once grounded, move the soldier with WASD or arrow keys relative to the camera. Use approximately 8.5 units/second walking speed and 12.5 while Shift is held for sprinting. Play idle, walk, sprint, sit, and fall animations where available. Keep the player inside the circular island boundary and prevent movement through the house collision radii. There is no shown weapon, shooting, inventory, health bar, combat, scoring, or win/lose screen: the playable slice is specifically about dropping, landing, and freely running around the natural island among the scenery and bots. Keep the player health value internally at 100 if a state system is needed, but do not invent visible combat UI. Add six AI soldier bots that continuously roam in loops around fixed points at about (-24,20), (30,18), (16,-34), (-46,-4), (46,38), and (-8,45). Use a Kenney soldier model with walk animation, each moving slowly at roughly 5.6 units/second with slightly varied speed and orbit radius. They are visual roaming NPCs only; do not add attacks or combat mechanics. Use a custom third-person follow camera focused on the bus/player, with smooth interpolation, a distance of about 18 while on the bus, 13 during descent, and 10 while grounded. Mouse dragging or touch dragging rotates yaw and pitch; clamp pitch so it cannot flip, and force camera roll to zero. The camera should look down from behind/above the soldier and keep movement camera-relative. Support responsive resizing and low-power rendering suitable for mobile, with no shadows required if performance is constrained.