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Sky Hop

  • 3d
  • platformer
  • mobile
  • arcade
  • collectathon
  • double-jump
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sky Hop yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Sky Hop was built by Oleg Sidorkin 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.

Read the build brief for Sky Hop

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.

Rebuild a mobile-first 3D platforming game titled “Sky Hop” in a bright, low-poly/cartoon style using a third-person chase camera. The world is an airy sky course: a pale blue background with soft fog, a warm glowing sun, scattered chunky white three-lobed clouds, and tall white cylindrical pillars far below and to the sides of the route. Use soft shadows, ambient lighting, and colorful simple materials.

Gameplay goal and rules: The player starts on a large green floating platform at the near end of a linear-but-zigzagging course. Move across the sequence of floating platforms, collect all 7 golden ring-shaped coins, then reach/jump into the glowing turquoise portal ring on the final white goal platform. The portal should not complete the level until every coin is collected. When the player falls below the course, immediately respawn them at the starting platform with zero velocity. After entering the active portal, show a short level-clear/restarting message, then reset all coins and restart the run after roughly 2.4 seconds.

Build this exact platform layout, progressing away from the camera along negative Z while changing X and height: start platform centered at (0,0,0), size 8 x 1.4 x 8, green; second at (0,0.4,-8), size 5 x 1.2 x 5, blue; third at (4,1.4,-14), size 5 x 1.2 x 5, yellow; fourth at (-2.5,2.8,-20), size 4.8 x 1.2 x 4.8, orange; fifth at (4,4.4,-26), size 4.5 x 1.2 x 4.5, purple; sixth at (10,4.4,-30), size 4.2 x 1.2 x 4.2, turquoise and moving horizontally along X with a range of 3 and speed about 1.2; seventh at (15,5.8,-36), size 5 x 1.2 x 5, orange/tan; eighth at (10,7.2,-43), size 4.2 x 1.2 x 4.2, green and moving along Z with a range of 3.2 and speed about 1.4; ninth at (4,8.8,-49), size 4.5 x 1.2 x 4.5, blue; and the final goal platform at (0,10.4,-56), size 7 x 1.2 x 7, white. Moving platforms should carry the player while standing on them.

Place one hovering, slowly spinning gold coin on or just above each of these platforms: (0,2,-8), (4,3.1,-14), (-2.5,4.5,-20), (4,6.1,-26), (15,7.5,-36), (10,8.8,-43), and (4,10.3,-49). Make coins bright yellow-gold torus/ring meshes with a subtle emissive glow; rotate them continuously and bob them very slightly. Hide each coin when collected and increment the coin count. On the final white platform, place a large turquoise/cyan emissive torus portal hovering above the platform, rotating and bobbing gently. It should visually indicate activation once all coins are collected.

The avatar is a small rounded red/coral capsule character, approximately 0.55 radius with a capsule body, casting a soft shadow. Add a single small white spherical face/eye marker on the front, plus a faint translucent white trailing/ground-contact sphere beneath or behind it. The avatar should face its movement direction and have a subtle squash/stretch: slightly wider/taller while grounded and more neutral in the air. Use simple physics: horizontal movement with acceleration and damping, stronger control while grounded, gravity around 22, grounded jump velocity around 8.8, and one mid-air double jump around 8.4. Include a short jump buffer and coyote-time forgiveness so taps just before/after leaving a platform work naturally. The player can move freely in X/Z via the input direction, and platform landing should be based on descending onto platform tops.

Controls must be designed for touch screens. Put a large translucent circular virtual joystick at the bottom-left, with a smaller white knob that follows the touch direction and returns to center on release. Put a large orange gradient “JUMP” button at the bottom-right; tapping it performs a ground jump or, once per airborne jump, a double jump. Also support keyboard fallback: WASD or arrow keys move, Space jumps, and R may respawn. Start gameplay immediately or provide the shown “Sky Hop” start card with the text explaining: move with the left pad, tap jump on the right, collect every coin, then jump into the portal. Do not add a separate visible reset/retry control as part of the intended HUD.

Use a smooth perspective chase camera positioned behind and above the player, generally around player position plus (0, 5.2, 9.5), looking toward the player and down the route near (player X, player Y+1.2, player Z-6). Smoothly interpolate camera movement. The course should feel elevated and spacious, with the blue sky, clouds, distant pillars, colorful platforms, and fog making the route readable.

HUD: overlay the scene with a clean mobile UI. At the top-left show a translucent white rounded chip reading “Coins 0 / 7” and update it as coins are collected. At the top-right show a matching chip reading “Reach the portal”; change it to “Portal is active” after all coins, and to a finish-time message such as “Finished in 12.3s” on completion. Centered below the top bar, show brief dark translucent rounded notifications such as the initial movement/jump hint, “Coin 3/7,” “All coins collected — head for the portal,” “Nice jump,” “Double jump,” “Respawned at the last safe platform,” and “Level clear. Restarting the run…” Fade these messages after a short duration. Keep the HUD wrapper non-interactive except for the explicitly interactive joystick, jump, and start controls.

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