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Arcade › Sky Slope

Sky Slope

  • 3d
  • endless-runner
  • arcade
  • neon
  • dodge
  • high-score
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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sky Slope yet. Play it, then tell the creator what you would add next.

Make your own game

Sky Slope was built 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 Slope 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 Slope

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 Three.js 3D endless downhill runner titled “Sky Slope.” Use a third-person chase camera behind and above a glowing cream/yellow ball rolling forward along a floating blue ramp in a dark navy/near-black sky. The track should extend endlessly downhill in procedural trapezoidal segments: each segment is about 16 units long, 8 units wide, drops about 3.2 units, and can shift its center left or right by small amounts while staying within the playable course. Give the ramp a vivid blue material with a darker blue emissive glow, and add thin bright cyan glowing rails/edges along both sides. Place the player ball near the front of the camera view; it is a bright pale yellow sphere with orange emissive glow, a soft dark circular shadow on the ramp below it, and subtle rolling/spinning motion.

The ball moves forward automatically at an initial speed of about 26 units per second, traveling downhill through continuously generated segments. Gradually increase speed over time by about 1.15 units per second, making survival harder. The player controls only lateral movement: A/D or Left/Right accelerates the ball left or right, with lateral momentum, damping, and a capped sideways velocity. Keep the ball within the ramp: rolling beyond roughly 0.65 units inside either edge causes a crash. If the ball falls away from the current segment and drops into the void, crash it as well. Include collision detection with red blocker cubes placed procedurally on ramp segments. Most segments should have one blocker in one of three lane-like positions, and some should have two blockers in opposing positions, leaving a route to steer around; hitting a red blocker ends the run. Red blockers are roughly 1.6 x 1.6 x 1.6, bright pink-red with a darker red emissive glow, and rotate subtly while their glow pulses.

The run starts paused with an overlay message “Sky Slope” and “Press left or right to start rolling.” Pressing either steering direction begins the run and hides the overlay. On crashing, pause the game and show “Crashed” plus a reason such as “You rolled off the edge,” “You hit a red blocker,” or “You dropped into the void,” followed by “Press R to try again.” R resets the entire run, regenerates the initial track, clears hazards, resets score/speed/ball position, and returns to the start overlay. Score should be distance-based (distance traveled multiplied by about 1.35), while best score persists for the current session and updates to the highest score reached.

Build a clean arcade HUD over the 3D view with three top metrics labeled SCORE, BEST, and SPEED, showing the current score, session best, and current speed as integer values. Match the supplied visual treatment: dark translucent rounded rectangular panels with thin subtle borders, pale blue-gray small uppercase labels, large white numeric/text values, and a prominent “Sky Slope” title in light blue uppercase lettering. Include the centered start/crash instruction overlay over the playfield. The camera should smoothly follow the ball, positioned around 7.5 units above and 16 units behind it, look toward the track ahead, and subtly track lateral movement. Use fog fading into the dark background, a dark blue city-like skyline made from simple block towers far to both sides below the track, directional shadows, and restrained neon lighting. Keep the overall art style minimal, sleek, futuristic, arcade-like, with strong contrast between the dark environment, electric-blue ramp, cyan rails, glowing yellow ball, and red hazards. Make the canvas responsive to window resizing and use a perspective view rather than a flat 2D representation.

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