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Sky Rivals

  • 3d
  • arcade
  • aerial-combat
  • dogfight
  • third-person
  • first-person
  • action
  • low-poly
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. Cameron Mains built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sky Rivals yet. Play it, then tell Cameron Mains what you would add next.

Make your own game

Sky Rivals was built by Cameron Mains 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 Rivals 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 Rivals

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 browser-based 3D third-person aerial combat game titled “Sky Rivals,” using a stylized low-poly battlefield and a chase camera behind a small blue player aircraft. The world is a large flat green grass field with a subtle square grid, blue sky, exponential haze/fog, soft white clouds high overhead, shadows, scattered pine-like trees, grass clumps, rocks for cover, and several dark industrial fuel-tank obstacles. Add two marked airfield/landing stations: a blue station on the southwest side of the battlefield around (-80,35) and a red enemy station around (88,-60). Each station has a dark runway with repeated pale center markings, a translucent circular team-colored service zone, a bright ring, and a white cross-shaped landing marker.

The player aircraft is a compact rounded blue airplane with a yellow nose/accent, cyan cockpit, broad blue wings, tailplane, vertical fin, two visible wing guns, and two attached pale missiles. Start it in the air near the center at about (0,42,52), traveling forward. Use flight controls: W/S or Up/Down change pitch, A/D or Left/Right turn, Space fires the two wing guns, M launches a limited homing missile, and Shift boosts speed. The aircraft should continuously fly forward, with responsive yaw/pitch/roll motion, a third-person camera positioned behind and above it, and world boundaries that turn/clamp the plane near the edge. Normal speed is about 47, boost speed about 72; keep the plane airborne above roughly 12 units except during landing.

Have a red enemy bot aircraft chase the player. It is the same compact airplane model but red with dark accents, starting behind the player around (0,58,-86), with its own health, four missiles, guns, and pursuit AI. The bot should steer toward the player, fire red tracer bullets when close and aligned, and damage the player on collision/near contact. When the bot is behind the player and within roughly 62 units, sometimes (20 percent chance) make it overshoot at high speed toward a point ahead of the player, creating a brief counterattack window. When badly damaged (below about 46 percent health), have it retreat to the red landing station, descend, repair over a few seconds, and restock its missiles before resuming the chase. Destroying the bot creates a bright particle explosion, increases score and kills, grants two missiles, and respawns a tougher red chaser with increased maximum health and speed.

Implement player weapons faithfully: wing guns fire paired yellow tracer spheres rapidly and deal small repeated damage; missiles are limited, homing projectiles with visible pale cylindrical models and orange explosions that deal heavy damage. Show explosions as short-lived expanding particle bursts. The player starts with 100 health and 6 missiles, can hold Space for guns, and can launch missiles only while available. The player loses health from enemy bullets, collisions, and later ground combat; when health reaches zero, trigger an explosion, show a game-over message, and require R to restart the whole encounter.

Make landing/service gameplay important. Near the blue station, when low and holding L, slow the plane, guide it toward the blue pad, and settle it around y=4.2. After about 1.4 seconds stationary/low inside the blue ring, restore player health to 100 and missiles to 8. Display an instruction to release L and climb out. While landed at the blue station, pressing E exits the plane into a first-person on-foot mode; pressing E again near the aircraft boards it and returns to flight. If the player tries E away from the station or plane, show a clear contextual message.

The on-foot mode is a simple first-person rifle mode at ground height. Put a visible rifle model at the lower-right of the camera, use a centered “+” reticle, WASD to move, arrow keys or mouse to aim, and Space or mouse click to fire. Mouse aiming should work when pointer lock is active. The player can shoot the enemy aircraft with the rifle if aiming at it, and can shoot ground enemies. Rifle shots are represented by brief yellow tracer lines and hit feedback/explosions. The enemy aircraft pilot bails out after roughly five seconds of play: leave the bot aircraft in a stationary “pilot” state near the ground and spawn a visible escaped bot pilot as an armed humanoid target with a health bar. The pilot has substantially more health than regular soldiers, carries a rifle, shoots back, and awards a larger score bonus when killed. Keep a “BOT PILOT” health bar visible at the top center whenever the escaped pilot exists.

Place several enemy foot soldiers guarding the red station, using blocky humanoid models (with simple fallback capsule/head figures if external assets fail), dark/red-toned clothing, and rifles. Before the player enters on-foot mode, soldiers hold their posts around the red station and do not attack the airborne player. While on foot they pursue the player, fire red tracer lines at reasonable range, and attack in timed waves that appear around the red station; each successive wave can contain more soldiers, up to about seven. Regular soldiers have lower health than the pilot and grant a smaller score reward. Keep enemies, pilot, and aircraft visibly shadowed and use the same foggy, gritty stylized battlefield lighting.

Build a HUD overlay that matches the game: translucent dark blue rounded panels at the upper left and upper right, white text, and a centered rounded notification pill near the top. The upper-left panel should say “SKY RIVALS” and show player Health percentage, Missiles, enemy HP/max HP, range, landing/service instructions, bot state or missile count, foot wave/enemy count, Score, and Kills. Show context messages such as the opening goal “Shoot down the red bot plane before it chases you down,” bot retreat/service notices, overshoot counterattack notices, pilot bailout, landing service, wave warnings, hits, and game over. The top-right panel should list plane controls and on-foot controls on desktop. On small/touch screens, replace it with large on-screen directional buttons and buttons labeled GUN, MISSILE, BOOST, LAND, and EXIT; buttons should support held input. Use a blue-sky/green-ground palette, clean low-poly geometry, soft shadows, translucent HUD panels, readable white typography, and a cinematic but arcade-like presentation. Do not add menus, inventory, or unrelated game modes: the core loop is fly, evade and shoot the red chaser, land to service and optionally fight on foot, survive escalating encounters, and score successive bot kills.

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