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Arcade › Sky Scribble
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mariana Muntean built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Scribble yet. Play it, then tell Mariana Muntean what you would add next.
Sky Scribble was built by Mariana Muntean 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 Scribble 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 polished Three.js-style 3D vertical endless jumper called “Sky Scribble.” The game is viewed from a front-facing, slightly elevated perspective camera looking into a tall sky, with the camera smoothly following the bunny upward. The playfield is bounded on the left and right (about five and a half world units from center); movement must stop at the edges rather than wrap around. The player is a cute small bunny character centered near the bottom of the view, made from a Kenney cube-pets bunny model when available, with a readable soft shadow. Add expressive kawaii details in front of the character: floppy white ears with pink interiors, blinking dark sparkly eyes, rosy cheeks, tiny smile, waving paws, a wiggling hot-pink bow, a floating pink heart, and small rotating yellow sparkles. Animate the ears, paws, bow, heart, eyes, and sparkles while airborne and during combos. The bunny automatically jumps whenever it lands on a normal platform; there is no jump button. Use gravity around -28 and a normal bounce velocity around 18.4, with responsive horizontal acceleration, air drag, and a maximum horizontal speed. Support left/right arrows and A/D, plus pointer/touch dragging relative to screen center and device tilt. Start the run from the title overlay using a start/retry button or Space/Enter; the first tap/key press also starts a soft looping synth soundtrack. Build an endless upward level from small rounded floating paper pads distributed in a vertical zig-zag pattern. Each pad has a mint/green or themed colored rounded slab body, cream landing top, dark pencil-like trim marks, pink sticker dots, folded-paper corner decorations, shadows, and occasional checkpoint pennants. The initial platform is centered beneath the bunny, and new platforms are recycled/spawned above as old platforms fall below the camera. The bunny can land only while descending and when its feet cross the platform height within a narrow vertical band and roughly 1.18 horizontal units of the platform center. Landing normally launches another automatic jump. A centered landing (within about 0.26 horizontal units) raises a timed combo multiplier, awards extra score, creates pink particles, a slight screen shake, and a side-lane achievement callout such as “PERFECT!”, “WOW STREAK!”, or “LEGENDARY!”; combo caps at x8 and expires after a few seconds without a successful chain. Score also tracks height, approximately 18 points per camera-height unit. Include these platform variants, introduced more frequently as the score rises: normal mint paper pads; pink spring/candy-striped pads that bounce about 1.34 times higher; cracked/torn brown paper pads with dark seams and scraps that disappear after the first touch instead of bouncing; and blue moving pads with arrow markers and animated wind curls that slide horizontally around their starting x position. Periodically mark checkpoint platforms with a little pole and yellow pennant, changing the pennant color higher in the climb. Falling below the camera’s lower threshold ends the run. Place optional collectibles and hazards near platforms. Gold faceted bonus stars rotate in place; collecting one gives 150 times the current combo, increases combo, emits particles, shows a “STAR +…” callout, and gives a small 0.8 jump boost. Purple glowing paint rings rotate near some routes; collecting one awards 220 times combo, adds a larger combo increase, gives a 1.18 jump boost, screen shake, purple particles, and displays “PAINT BOOST!” The HUD should mention the ring chain objective. Add orange crayon-rocket powerups that launch the bunny upward with a strong velocity around 29.5, briefly show a rocket state, add score/combo and screen shake. Add blue bubble-shield pickups that give up to two shield charges and show a translucent blue bubble around the bunny. At higher heights, rarely add a golden lucky sticker that sets combo to x8, awards a large bonus, and lifts the bunny, or a purple floaty feather that lifts the bunny, damps horizontal speed, adds a shield, and gives a large score burst. All pickups float/bob and rotate, with matching colored particles and playful floating text. Add silly eraser gremlin enemies near some non-cracked platforms after the early climb. They look like wobbling pale erasers with dark eyes, pink cheeks, a grumpy mouth, one tooth, and four wiggly noodle legs. They hover/wobble side to side. If the descending bunny hits one from above, stomp it for a “BONK!” score/combo reward and bounce. A side or underside collision knocks the bunny downward and sideways, resets the combo, and displays “RUDE ERASER!” If a bubble shield is active, the shield absorbs the enemy hit, consumes one charge, awards a smaller combo reward, and displays “SHIELD BONK!” Use a sketchbook-sky visual style matching the visible screenshot: pale cyan/blue sky, soft fog, cream-white hand-drawn clouds, broad layered cloud banks near the lower horizon, white stars/sparkles, and a subtle illustrated backdrop with paper texture, pencil cloud outlines, crayon-like swirls, and slowly scrolling vertical texture. Add extra floating 3D paper clouds behind the gameplay. Use soft toon shading, pastel mint, pink, cream, yellow, purple, orange, and blue materials, gentle shadows, and a friendly storybook/AI-illustration appearance. Progress through named sky zones based on height: “Picnic Sky” initially, then “Storybook Storm” above roughly 18 height, “Candy Drafts” above roughly 42, and “Moon Doodles” above roughly 76. Change clear color, fog color, backdrop tint, and display a small zone callout such as “Moon Doodles — new platform tricks”; play a zone-change chime. Create a screen HUD in the playful sketchbook style: a score readout, BEST score readout persisted locally, combo indicator that appears when combo exceeds x1, a quest/status card (initially “Grab crayon rockets and bubble shields”), and a compact bottom hint sticker that says “Paper pads bounce; erasers bonk back.” Keep HUD cards and hints from covering the bunny. Achievement callouts should be colorful, slightly tilted, confetti-producing DOM/screen-space labels positioned in side lanes away from the bunny’s predicted jump arc, visible platforms, top HUD cards, and bottom hint. Add matching sound effects for start, regular jumps, spring jumps, cracked pads, stars, paint rings, rocket, shield pickup/block, perfect landings, enemy stomp/bump, zone changes, and game over, plus the quiet looping synth BGM. When the bunny falls, show a playful torn-paper/sketchbook game-over overlay with a large “Oopsie Plop!” title, explanatory text, score/best/continue chips, and Retry Run. Also provide a “Watch Ad + Continue” button that simulates a three-second ad countdown; it may be used repeatedly, revives the bunny on a safe centered platform just above the current camera, gives one bubble shield, resumes automatic jumping, and shows a “CONTINUED!” callout. Make the overlay and HUD responsive for mobile, prevent pointer controls from interfering with buttons, and preserve the pastel hand-drawn presentation throughout.