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Arcade › Sky Duel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Max Beznosov built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Duel yet. Play it, then tell Max Beznosov what you would add next.
Sky Duel was built by Max Beznosov 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 Duel 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 3D arcade air-combat game titled “Sky Duel.” Use a Three.js-style WebGL scene with a bright flat sky-blue background, light atmospheric fog, soft hemisphere lighting, and warm directional sunlight. Populate the open sky with roughly 34 sparse, soft white semi-transparent flattened cloud blobs at varied depths and heights; they should drift past visually as the aircraft flies, with no terrain or ground visible. The camera is a third-person chase camera behind and slightly above the player fighter, smoothly following it and looking ahead along its flight direction. The player is a stylized low-poly fighter aircraft: a blue/dark-blue fuselage, broad angular wings, tailplane, vertical fin, and a dark cockpit canopy. Begin the player around the center of the sky, facing forward into the scene. Place exactly three red enemy fighters ahead at different positions and depths. They use the same simple low-poly aircraft construction, with red fuselages and dark red accents. Show an initial centered dark navy translucent rounded modal titled “SKY DUEL,” with the instruction text “Break through the cloud line and hunt the enemy flight. Stay on their tail, then fire.” and a yellow “TAKE OFF” button. The game does not begin until that button is pressed. During play, display a fixed HUD: three dark translucent rounded stat panels across the top labeled SCORE, HULL, and ENEMIES, initially showing 0, 100, and 3. Place a thin circular crosshair/reticle with horizontal and vertical marks at screen center. Show temporary gold text “INCOMING FIRE” near the reticle when enemies attack. At bottom left, display the keyboard help: “W/S throttle · A/D yaw · ↑/↓ pitch · ←/→ roll · Space fire · Shift boost”. Implement keyboard flight controls exactly as follows: W increases forward throttle and S decreases it; A/D yaw left/right; Up/Down pitch; Left/Right roll; Space fires; Shift boosts. The fighter continuously flies forward, with a normal forward speed of 26, throttle adding or subtracting 11, and Shift adding 22. Apply yaw, pitch, and roll to the aircraft, clamp pitch to roughly -1.1 to 1.1 radians and roll to roughly -1.5 to 1.5 radians. Keep the player’s horizontal position between x=-150 and x=150 and vertical position between y=-8 and y=120. Also provide touch controls on coarse-pointer/mobile screens: FIRE, BOOST, up, down, left, and right circular buttons arranged around the lower-right corner; these should perform the corresponding actions. Hide the keyboard help on touch layouts. When Space is held, fire glowing pale-yellow spherical tracer projectiles from the player’s current position in its current forward direction. Fire no faster than one shot every 0.22 seconds; projectiles travel forward at about 105 units per second and disappear after about 2.2 seconds. Each enemy has 2 hit points. A projectile hitting an enemy within about 3.2 world units removes one hit point; destroy the enemy after its second hit, remove it from the scene, and add 100 to SCORE. Update ENEMIES to show the number of remaining enemy aircraft. Enemies actively pursue the player. Each enemy moves toward the player at about 10 units per second with a small sinusoidal speed/vertical motion variation, continually turns to face the player, and periodically attacks when within roughly 38 units. An attack reduces HULL by 7 and can occur about every 1.2 seconds per enemy; briefly show the “INCOMING FIRE” warning. The player starts at 100 hull. There is no separate visible weapon or ammo meter. End the game when hull reaches zero: stop gameplay and show a centered dark modal titled “MISSION OVER,” text reading “Your squadron score: [score],” and a yellow “FLY AGAIN” button that reloads/restarts the game. If all three enemies are destroyed, stop gameplay and show the same modal style with title “VICTORY,” text “All hostiles destroyed. Score: [score],” and the same restart button. Maintain the clean, minimal arcade presentation shown: blue sky, white cloud layers, simple glossy low-poly aircraft, dark navy translucent UI panels, yellow action buttons, and no extra gameplay systems beyond flight, shooting, hull damage, score, and the three enemies.