Skip to content

Arcade › Sky Sprint

Sky Sprint

  • 3d
  • arcade
  • collectathon
  • dodge
  • endless-style
  • threejs
0
Remix it Discord

2 plays

How to play

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.

Discussion

Nobody has said anything about Sky Sprint yet. Play it, then tell Mariana Muntean what you would add next.

Make your own game

Sky Sprint 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 Sprint 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 Sprint

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 3D arcade collect-and-dodge game titled “Sky Sprint” using Three.js. Make it a full-screen responsive game with a third-person elevated camera that follows a glowing white/blue hover ball on a square floating platform. The camera should sit roughly above and behind the player, smoothly follow its movement, and look toward the player and slightly ahead across the platform.

World and rendering: Use a clean stylized ocean-sky setting. Put the player on a 14-by-14 floating rectangular platform with a dark blue-gray top/body, a slightly larger thin cyan glowing rim, and a subtle light grid. The platform gently bobs vertically. Below it, show a large dark blue animated ocean surface with small wave undulations; place it well below the platform. Surround the scene with a bright gradient sky dome transitioning from pale blue overhead through a very light horizon to deeper blue below, plus atmospheric fog/misty distance fade. Use soft ambient light and a warm directional sun, with shadows enabled. Keep the visual style simple, polished, low-poly/arcade: rounded glowing player sphere, faceted cyan-blue collectible orbs, and bright emissive pink/red cubes.

Player and movement: The avatar is a white sphere about 0.6 units in radius, with blue emissive glow and a small blue point-light/trail glow following just above it. Start at the center of the platform, hovering around y=0.8. Move freely in the horizontal X/Z plane, with WASD or arrow keys: A/Left moves left, D/Right right, W/Up forward (negative Z), and S/Down backward (positive Z). Normalize diagonal movement, use smooth acceleration/deceleration, and clamp the player inside the platform with a small margin. Holding either Shift key multiplies movement speed by 1.6. Rotate the sphere gently while moving/playing.

Objective and gameplay: Start with score 0, health 100, and a 60-second countdown. Spawn six blue energy pickups at random safe positions on the platform. Each pickup is a small glowing faceted icosahedron/orb that slowly rotates and bobs up and down. When the player comes within approximately 1.1 units, remove the orb, add 1 score, and immediately spawn a replacement somewhere else. Every fourth point, add another moving hazard, up to a maximum of 10 hazards. The player wins immediately on reaching 25 points, or when the timer reaches zero. When the game is no longer running, stop gameplay movement/updates while leaving the scene visible.

Hazards: Start with four red/pink emissive cubes placed at random positions on the platform. Each cube moves continuously in a random horizontal direction, rotates, and bounces off the platform boundaries. Give hazards individual base speeds around 1.5–2.8 units per second. Gradually increase the global hazard difficulty over time from 1 upward based on elapsed time (using the 60-second run), so hazards move faster later. If a hazard comes within about 1.15 units of the player, subtract 16 health, then grant about 0.9 seconds of invulnerability so the player cannot take repeated damage every frame. During invulnerability, visibly blink or pulse/shrink the player. At health zero, show a game-over state and stop the game.

HUD: Overlay a readable white HUD in the upper-left with the title “Sky Sprint”, followed by “Score: 0”, “Health: 100”, and “Time: 60” (values update live; timer counts down and never displays below zero). Under the stats, show the normal instruction text: “Collect blue orbs. Avoid red cubes. Hold Shift to boost.” On win, replace it with “You win — press R to run it again.” On game over, show “Hull breach — press R to restart.” Use a subtle dark text shadow so the HUD remains readable over the sky and game world. On touch devices, use the corresponding mobile instruction text about dragging the stick and holding Boost.

Touch controls: Detect coarse pointer/touch devices and show controls along the bottom. On the lower left, provide a translucent circular virtual joystick with a movable white knob for X/Z movement. On the lower right, provide a press-and-hold “Boost” button and a “Restart” button. The restart button should reset only after a win or game over; desktop players restart after those states by pressing R. Resetting should restore timer, score, health, difficulty, player position/velocity, and the initial six pickups/four hazards.

Use responsive full-screen canvas sizing and adapt the camera aspect ratio on resize. Preserve the clear arcade composition: HUD over a bright blue sky, the floating platform occupying the lower/middle view, the glowing white ball near center, cyan orbs distributed across the platform, and moving red cubes as dangers. Do not add weapons, jumping, enemies beyond the moving cubes, lives, levels, or other mechanics not described here.

More free browser games

Browse the whole Arcade →