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Arcade › Sky Mission Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Anas Khan built it with Cinevva, so it works on a phone or a tablet too.
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Sky Mission Run was built by Anas Khan 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 Mission Run 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 third-person 3D obstacle-course game titled “Sky Mission Run.” Use a bright, low-poly/stylized military training-course look under a clear blue sky: a green rectangular grass runway extending forward into fog, dark raised side rails, pale yellow dashed center lane markings, soft shadows, and several large puffy white clouds floating in the distant sky. Keep the camera behind and slightly above the player, following the player as they run forward; use a perspective camera, atmospheric blue fog, soft directional sunlight, ambient lighting, and shadow casting. The player is a stylized modular male adventurer/soldier character viewed from behind, running along the center of the course, with a small pistol visible in his right hand. Start him at the near end of the runway around the center lane. Use animated running for the player and idle animation for enemies. The course should be bounded approximately 7 units left/right and run from the start toward z=-51. Add obstacles that require movement and jumping: three alternating low orange/gold hurdles at approximately z=-6, -12, and -18, each a wide rectangular barrier with two dark legs; three blue rectangular zig-zag blocks at z=-25, -30, and -35 alternating left/right; then a trench/gap around z=-41 made from two raised dirt-colored platforms separated by a narrow dark lower floor, with yellow edge strips. End with a grass finish platform around z=-51 and a red/yellow striped finish line. Place three checkpoint gates across the track at z=-10, -28, and -43. Each gate has two slim vertical poles and a horizontal top bar spanning most of the course, colored respectively mint green, pale blue, and yellow. Add small red decorative flags on both sides of each gate. As the player crosses each gate moving forward, mark it reached, increment the checkpoint count, and show a temporary centered notification such as “Checkpoint 1 reached!” The player must cross all three checkpoints before crossing the finish line. If the player falls below the course, reset them to just beyond the last reached checkpoint (or the start if none) and display “Back to the last checkpoint.” Add three stationary stylized soldier villains placed ahead on the route near (-2,-15), (2,-25), and (-1,-37), using a low-poly animated soldier character and idle animation. The player can shoot: tapping/clicking the screen fires, and keyboard F also fires. A shot creates a small glowing yellow projectile traveling forward; shots have a short lifetime. To match the simple game logic, when firing, defeat the first living villain that is ahead of the player, within about 1.8 units horizontally and 20 units forward; hide that villain, increment the defeated count, and show a temporary “Villain defeated!” message. Shooting is available while running and does not need an ammunition limit. Although the HUD reports the villain objective, the actual finish condition is reaching the finish after checkpoint 3; do not require all villains to be defeated. Support keyboard movement with WASD and arrow keys, jumping with Space, and third-person movement at roughly 6.2 speed with a jump impulse around 9.2 and gravity around -24. Include mobile/touch controls with a virtual joystick supplied by the third-person control system, and allow touch/click on the game view to shoot. The camera should follow the player at about 7.5 units distance. Include collision/obstacle interaction so the barriers and gap function as a navigable jumping course. Overlay a fixed dark translucent rounded HUD panel in the upper-left with the uppercase title “SKY MISSION RUN” in pale green and a status line showing the mission, defeated villains, checkpoint progress, and elapsed time, e.g. “Mission: defeat villains and reach finish · Enemies 0/3 · Checkpoint 0/3 · 0.0s.” Make the timer update in tenths of a second and use a warm yellow timer color. Put a large rounded light-green “Restart” button in the upper-right. Restart resets the player, timer, checkpoint count, villain visibility/positions, defeated count, and finish state, and shows “Mission started — tap the screen or press F to shoot.” Display temporary dark rounded centered messages with a subtle green border. At the bottom center, show a dark translucent help panel reading “WASD / arrows move · Tap screen or press F to shoot · Space jump”; on touch devices position it higher to avoid the joystick. The game should fill the viewport, hide page scrolling, and preserve a clean colorful arcade presentation.