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Arcade › Sky Runner
Click the game above and it runs right here in your browser. No download, no installer, no account needed. micahwb27 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Runner yet. Play it, then tell micahwb27 what you would add next.
Sky Runner was built by micahwb27 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 Runner 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 browser-playable 3D endless runner called “Sky Runner.” Use a third-person camera positioned behind and above the player, looking forward down a floating sky track. The scene is a bright blue sky with light fog, a pale sun orb in the distance, a faint white sky ring, and many chunky white cloud puffs far below and around the track. Use a colorful low-poly/arcade style with strong simple geometry, soft shadows, and cyan glow accents. The player rides a dark navy hoverboard with a cyan glowing strip and a glowing ring underneath. Add a simple cream-colored capsule-like rider standing on it, with a dark blue visor. The track is made from repeating wide blue rectangular deck segments extending into the distance, with dark blue raised rails on both sides and a subtle white center strip. The track has exactly three lanes, centered at x positions left, middle, and right. The camera should follow the player’s horizontal movement smoothly and have slight motion/hover animation. Core loop: when the run starts, the track and scenery move toward the camera to create forward motion. The player automatically advances; do not require a forward control. Move one lane left or right at a time, clamped to the three lanes, with smooth interpolation. Desktop controls: A/D or Left/Right arrows change lanes; Space, Up, or W jumps. Mobile/touch controls: show large bottom-left left and right arrow buttons and a large round bottom-right “Jump” button. Enter or Space on the start screen also starts the run. Make the player jump with vertical velocity, gravity, and a grounded state; jumping is needed to clear tall blockers. Spawn orange or pink rectangular blockers in random lanes ahead of the player. Use two blocker heights: ordinary blockers about 1.6 units tall and taller blockers about 3.2 units tall. A blocker is avoided by changing to another lane or jumping high enough; only collide when the player is in the same lane and the blocker reaches the player’s z position. Each collision removes one shield, briefly makes the player flash/invulnerable, and creates a small burst of pink particles. Start every run with 3 shields. End the run when shields reach 0, show a run-over message, and allow restarting. Spawn bright cyan rotating octahedral crystals in random lanes at varying distances. They bob vertically and spin as they approach. Collecting one when close to the rider gives 14 bonus points and creates a cyan particle burst. Award continuous score over time while running, approximately 6 plus a speed-based amount per second. Gradually increase movement speed based on score, starting around 14 units per second and ramping toward a maximum around 27, while increasing blocker spawn frequency as speed rises. Remove passed obstacles and crystals and recycle/remove old track segments. Clouds should drift slowly and respawn farther ahead when they pass the camera. Build the HUD as fixed HTML/UI over the 3D canvas. In the upper-left, show a translucent dark rounded panel with three stats labeled SCORE, SHIELDS, and BEST, with large numeric values. Near the top, show a translucent hint panel reading: “Shift lanes, jump the blockers, and grab bright crystals. Desktop: A/D or arrows + Space. Mobile: tap the buttons.” Use a dark translucent centered start overlay with rounded corners, the title “Sky Runner,” descriptive text saying it is a 3D endless runner above the clouds where the player stays on the track, dodges blockers, and collects crystals, plus bright “Start run” and secondary “Restart” buttons. Include an “All-time best runs” section in the overlay. Initially the overlay is visible; hide it during play and show it again after game over with text reporting the final score and encouraging the player to beat the best score. Persist the best score in browser local storage and maintain a local all-time top-five leaderboard of completed runs, sorted highest first, showing rank, a short “Sky track run” label, date, and score. Update score, shields, and best during play. Include responsive layout and safe-area spacing so the overlay, HUD, and touch controls work on desktop and mobile. Use translucent navy panels, cyan highlight color, warm orange/yellow jump button, rounded corners, and readable white typography. Add subtle visual feedback: cyan hoverboard glow, animated glow strip, rider tilt while changing lanes/jumping, particles on jumps, crystal pickups, and hits, plus a brief pink/red sky flash on collision.