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Arcade › Sky Hop
Click the game above and it runs right here in your browser. No download, no installer, no account needed. sultan alblooshi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Hop yet. Play it, then tell sultan alblooshi what you would add next.
Sky Hop was built by sultan alblooshi 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 Hop 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 mobile-first 3D third-person platforming game titled “Sky Hop.” Use Three.js-style real-time 3D rendering with a bright cyan/sky-blue background, light atmospheric fog, soft hemisphere lighting, shadows, and a toy-like low-complexity aesthetic. The camera is a smooth perspective follow camera positioned behind and above the avatar, looking forward along a path of floating platforms. The world is suspended in the sky with no visible ground: a large blue starting platform is near the camera, followed by a procedurally generated path of chunky rectangular mint/green platforms separated by sizeable gaps, with slight random sideways offsets and modest height variation. Put soft white three-puff clouds at varying distances and heights in the background. The player is a small cute stylized toy character centered on the platforms: an orange/coral rounded rectangular torso, cream face/belly and spherical cream head, blue cap, tiny dark eyes, orange arms, blue legs, and a flat translucent dark circular shadow beneath them. Give the character simple running and airborne bob/tilt animation. The player moves freely left/right and forward/back over the platforms at about a brisk walking/running speed. Apply gravity and platform-top collision. The player can jump from a platform and perform one additional mid-air double jump; show the number of jumps remaining in the HUD. Falling below the level resets the player to the most recently landed safe platform/checkpoint and subtracts 6 seconds from the timer. If time reaches zero, stop gameplay and show a game-over message with the final score. Place one floating gold torus coin above each generated platform, including above the goal platform. Coins bob vertically and rotate. Touching a coin collects it, hides it, adds 10 points, and adds 2 seconds to the timer. At the end of each generated course, place a larger square yellow/gold goal platform slightly offset from the final platform. Landing on/reaching this goal awards 100 points, adds 12 seconds, increases the level, and immediately generates a new, slightly more difficult course: each level has 5 + level intermediate platforms, with randomized widths/depths, larger possible gaps and offsets as level increases. Start each level with 60 seconds. The goal is to keep advancing through levels by reaching the goal before the timer expires. At startup, display a centered translucent white rounded instruction card reading approximately “Tap or press a key to start — use your double jump to save tricky runs.” Gameplay begins on any keyboard key or movement/jump touch interaction. Include a glassy dark HUD overlay at the top with readable pills for SCORE (initially 0), LEVEL (initially 1), TIME (initially 60), and JUMPS (initially 2), plus a Restart button and an Install button that only appears when PWA installation is available. Restart resets to level 1, score 0, timer 60, rebuilds the course, and returns to the start message. Show temporary centered messages for double jump, falling back to checkpoint, advancing to the next level, and time-up/game-over. Support desktop controls: WASD or arrow keys move, Space jumps and double-jumps, and R restarts. Support mobile controls: a large translucent circular virtual joystick at bottom-left whose knob follows pointer/touch movement, and a large orange gradient circular “Jump” button at bottom-right. Make the layout responsive, prevent page scrolling, respect safe-area insets, and keep the touch controls overlaid on the 3D scene. Use a PWA-like app shell with a Sky Hop title/brand, dark translucent glass HUD, rounded buttons, responsive typography, manifest/service-worker support, and simple synthesized sounds for jump, double jump, coin collection, goal completion, and falling if audio is available. Keep geometry simple and performant for mobile while retaining soft shadows, colorful platforms, clouds, a visible character shadow, a smooth camera, and polished app-like presentation.