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Arcade › Sky Relic Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. viggo latorre built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Relic Run yet. Play it, then tell viggo latorre what you would add next.
Sky Relic Run was built by viggo latorre 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 Relic 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.
Recreate a browser-based low-poly 3D third-person adventure titled “Sky Relic Run.” Use a Three.js-style scene filling the viewport with a soft dark-blue sky gradient/fog background, directional sunlight, soft shadows, and a colorful floating island. The island is a roughly circular green grassy platform about 22 units across, with a thicker darker-green cylindrical underside and scattered dark faceted rock chunks hanging beneath/around its edge. Keep the clean, simple, colorful low-poly aesthetic shown: flat-ish materials, faceted geometry, emissive cyan collectibles, and no detailed textures. The player is a small capsule-shaped blue character with a yellow-orange torus scarf/collar, starting near the island’s left side at approximately (-7.8, 0, 0). Use a third-person orbit/chase camera aimed around the player’s upper body; the camera begins behind and above the player, can orbit via dragging the mouse, has damping, no panning, a moderate zoom range, and follows the player smoothly. Movement is relative to the camera’s horizontal facing: W/A/S/D move, Space jumps, and either Shift key sprints. Apply acceleration, damping, horizontal speed limiting, gravity, and a simple capsule-like collision body. The character rotates to face its movement direction. Falling beyond the island’s soft circular boundary or below the island damages the player and respawns them at the starting position; pressing R also respawns at the start. Start with 5 HP. Sentinel contact removes 1 HP, briefly grants invulnerability/flash feedback, and knocks the player backward/upward. At 0 HP, freeze normal player movement and show the defeat message, while R can respawn. Build the island with the exact visible obstacle types and approximate layout: four brown wooden-looking cubical crates at (-3.5,1.5), (-5.8,-2.2), (3.2,-3.2), and (5.3,2.9), plus four dark-gray faceted rocks at (-1.2,-5.4), (1.0,5.6), (6.2,-0.8), and (-6.0,4.2). They are solid non-damaging obstacles with simple push-out collision. Add two small red/coral capsule-like patrolling sentinels with a tiny bright eye, starting around (-3.2,-0.8) and (3.8,1.2); have them move continuously in large circular patrols, roughly radii 3.8 and 4.6, at speeds around 0.75 and 0.65. Contact with them is harmful. Place exactly six relics around the island at approximately (-7.2,-1.2), (-4.5,6.2), (6.8,4.8), (7.6,-3.4), (-0.6,-7.4), and (1.2,7.8). Each relic is a floating cyan glowing faceted octahedron inside a bright cyan horizontal torus ring. Make each bob vertically slightly and rotate slowly. On player collision, hide the relic and increment the collection count. Put a dark circular portal pad and thick horizontal ring at the island center (0,0); it is gray and inactive initially. After all 6 relics are collected, change the portal ring to glowing purple and allow the player to win by entering/intersecting it. On winning, stop the win state and show a centered message: “Relics secured!” with “You opened the portal. Press R to run it again.” Add a clear HUD over the scene with dark translucent/navy rounded pill panels and light text. Top row: “Sky Relic Run” and “Collect 6 relics → reach the portal”; second row: “Relics: 0/6” (updated through 6/6), “HP: 5” (updated on damage), and “WASD move • Space jump • Shift sprint • Drag mouse to look.” When all relics are collected, replace the objective with “Portal is open — step into the ring!” Keep an initial centered dark translucent rounded overlay titled “Sky Relic Run” and body text “Collect 6 relics, then reach the portal. Click once for audio.” Hide it after gameplay begins/respawn as appropriate. Use responsive full-window layout and show no crosshair or extra menus. Implement lightweight synthesized audio enabled after the first click or key press: a short triangle-wave blip on jump, sparkle note on relic pickup, low note and metallic hit on sentinel damage, an additional portal-opening note after the sixth relic, and a three-note C5/E5/G5 win chord. Render with anti-aliasing, capped device pixel ratio, fog, hemisphere plus directional lighting, and soft shadow maps to match the screenshot’s spacious third-person low-poly presentation.