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Arcade › SKY RUSH
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Osman Karakus built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about SKY RUSH yet. Play it, then tell Osman Karakus what you would add next.
SKY RUSH was built by Osman Karakus 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 RUSH 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 portrait-friendly 3D endless hover-bike runner titled “SKY RUSH.” Use a dark navy/black futuristic night setting with a three-lane elevated skyway. The camera is a third-person perspective behind and slightly above the player, looking forward down the road; the road is a wide dark blue plane extending into fog, with glowing blue side rails. On both sides, procedurally varied dark skyscraper blocks pass by, decorated with vertical neon strips and occasional glowing billboard-like panels in cyan, pink, purple, yellow, and green. Use a polished neon arcade style with emissive materials, atmospheric fog, and no visible ground beyond the skyway. The player is a small futuristic flying bike/hovercraft centered near the bottom of the view, hovering above the road. Build it from a bright pink/magenta rounded capsule body, a cyan glowing spherical core, slim cyan side wings, and a purple tail cone. It subtly bobs while moving and banks when changing lanes. The road has exactly three lateral lanes at x positions -2.3, 0, and 2.3. The bike automatically travels forward while the world moves toward the camera; the player does not manually accelerate normally. Core objective: survive as long as possible, travel distance, collect energy crystals, and avoid obstacles. Spawn obstacle patterns ahead in the roadway. Each pattern places one obstacle in a randomly selected lane and may place a collectible in one of the other safe lanes. Obstacles include: a blue/purple hovering drone with a spherical core and pink horizontal blades, a tall narrow glowing pink wall, an orange glowing futuristic vehicle/block, and a raised purple-blue billboard obstacle. The billboard is positioned higher than the other obstacles. Move between lanes to avoid them. Collision is based on proximity to the bike; on collision, lose one of three lives, reset the combo, briefly dip the bike, and continue unless all lives are gone. The game ends after the third life is lost. Collectibles are bright rotating yellow faceted octahedral crystals and occasional large cyan glowing rings. Crystals increase the crystal counter and award score using an increasing combo bonus; reaching a ten-crystal combo resets the combo and activates a temporary Turbo. Rings award more points and grant a short boost. The bike has a continuously increasing forward challenge: base speed is 18, world travel scales with distance, and difficulty rises up to roughly double. Turbo lasts about 5.5 seconds, multiplies travel speed by 1.85, and shows cyan speed streaks over the screen plus a “TURBO” timer. Ring boost lasts briefly and multiplies speed by 1.55. Score also increases continuously with travel distance. Keep obstacles and collectibles moving toward the player and recycle the city segments endlessly to create an infinite course. Show a canvas HUD over the 3D scene. At top-left, display a dark translucent panel with cyan “SKY RUSH,” white “MESAFE [whole number] m,” and white “SKOR [number]” (the visible game uses Turkish text). At top-right, show three heart icons representing lives, with filled pink/red hearts for remaining lives and outlined hearts for lost lives, and below them a yellow “KRİSTAL [count]” counter. Near the bottom-left, while playing, show a translucent dark instruction panel reading “Sürükle: yön ver Dokun: hızlan” (drag to steer, tap to speed up). Touch/pointer controls: dragging horizontally by more than about 35 pixels changes one lane left or right; tapping activates the temporary boost. Keyboard controls should also work: A or Left Arrow shifts left, D or Right Arrow shifts right, and Space activates boost. When all lives are gone, cover the scene with a dark translucent game-over overlay. Center a large pink “OYUN BİTTİ,” then show the final score and crystal count. Provide stacked colored buttons labeled “TEKRAR OYNA” (restart), “GARAGE,” “UPGRADES,” and “HIGH SCORE [value].” Restart resets distance, score, crystals, combo, lives, turbo, boost, lane, and obstacle/collectible layout. Persist the best score as a high score. Garage and upgrades can be represented as the visible menu buttons and simple actions consistent with the original: the Garage button spends up to 50 crystals, and the Upgrades button removes five crystals if available; there is no separate garage scene required. Keep typography bold, clean, and system-like, with bright cyan, white, pink, yellow, and purple UI accents.