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Sky Shinobi

  • 3d
  • action
  • ninja
  • third-person
  • neon
  • arena
  • boss-fight
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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. Elo Egwenu built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sky Shinobi yet. Play it, then tell Elo Egwenu what you would add next.

Make your own game

Sky Shinobi was built by Elo Egwenu 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 Shinobi 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 Shinobi

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 playable third-person 3D action game titled "Sky Shinobi". Use a dark navy neon-futurist sky arena: a large circular metallic platform with a glowing cyan ring around its edge, deep blue-black background/fog, scattered elevated blue rectangular sky towers with cyan or pink glowing strips, and several floating purple roof/platform pieces. Use stylized low-poly/Quaternius-like humanoid models with shadows, bloom-like emissive neon accents, cool blue ambient lighting, warm directional light, and a cyan rim light.

The player is a small black-clad ninja called the Black Shinobi, initially positioned toward the front of the arena. Give the player idle, run, and sword-slash animations. Use a smooth over-the-shoulder/third-person camera that follows behind and above the player, looks toward the player, and can shift its look target to a locked enemy. The player moves with WASD or arrow keys relative to the camera, at a brisk speed, and remains constrained within roughly a 28-by-28 playable square on the circular arena. Face the movement direction. On mobile/touch, provide large on-screen buttons for STRIKE, DASH, and LOCK.

Place three hostile ninja/monster characters: two ordinary Rogue Cyber Shinobi opponents (one initially around the left side and one on the right/rear side) and one larger boss toward the far side. The boss is named Hybrid Boss: Veno-Monk and should be scaled larger than the regular enemies. Enemies continuously approach the player when farther than close melee range, play run animations while moving, hover/bob subtly, and deal periodic contact damage when close: regular enemies reduce player health by 2 and the boss by 4. Start player health at 100 and show it as a horizontal pink-to-orange bar. If health is reduced, visibly shrink the bar; preserve the dark neon HUD style. Do not add invented ranged attacks, projectiles, lives, or extra enemy types.

The main combat action is a short-range strike. Activate it by clicking/tapping the canvas or STRIKE, with a roughly 0.28 second attack cooldown and sword-slash animation. Attack the nearest living enemy, or the locked target if lock-on is active, and deal damage only within about 4.5 world units. Start with weapon "DAGGERS" dealing 18 damage. Defeated regular enemies have 45 HP; the boss has 160 HP. Show small bright faceted impact sparks at hit positions. Track damage as an internal score, but do not require a visible score counter since the reference HUD does not display one.

When an enemy dies, leave it in the scene using its death animation and a subtle rotating/dead presentation, then spawn a glowing floating octahedral weapon drop at its position. Regular progression is represented by the drop changing the weapon: a Dagger kill creates a KATANA drop; collecting it within about 2 units equips the Katana, which deals 30 damage. A later Katana kill creates a CHAKRA_BLADE drop; collecting it equips the Chakra Blade, which deals 48 damage. Weapon drops should visibly rotate and glow, with dagger drops warm yellow, katana drops blue, and chakra drops cyan. Display short centered toast messages such as "WEAPON DROP!", "KATANA EQUIPPED", or "CHAKRA BLADE EQUIPPED".

The boss defeat is a special progression moment: display "BOSS DEFEATED — GOD SHINOBI AWAKENS", change the player to rank 5, update the HUD to "RANK 05 • GOD SHINOBI", and set the weapon to GOD_SCYTHES as the victory state. At the start, show a centered gold announcement "HYBRID BOSS: VENO-MONK ASCENDS" when the boss appears. Keep the initial rank label "RANK 01 • BLACK SHINOBI" and title "SKY SHINOBI".

Implement lock-on as a toggle controlled by E, the LOCK button, or the on-screen lock control. The HUD must show "LOCK: OFF" initially and "LOCK: ON" when enabled; while active, automatically choose the nearest living enemy when needed, keep that enemy as the target, and make the camera look toward it. The top-right instruction text should read approximately: "WASD / arrows move", "SPACE dash-flight • E lock-on", and "CLICK / ATTACK strike". The bottom center hint should read "Defeat the rogue shinobi. Collect the weapon drop to upgrade." Place STRIKE as a large magenta circular button at lower right, DASH as a smaller cyan/blue circular button just below/left of it, and LOCK as a cyan-outlined rectangular button at lower right. Use pointer/touch events for these controls.

Dash-flight is triggered by Space or DASH and has about a 0.65 second cooldown. Dash the player 5.5 units in the camera-facing forward direction with a slight upward component, and create a bright cyan faceted spark at the player during the dash. Animate a slowly rotating cyan arena ring and maintain the dark navy, magenta, cyan, gold, and electric-blue cyber-shinobi visual identity. Make the experience immediately playable with no menus or loading screen beyond loading the 3D characters.

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