Appearance
Arcade › Sky Sprint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jacob Ponnequin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Sky Sprint yet. Play it, then tell Jacob Ponnequin what you would add next.
Sky Sprint was built by Jacob Ponnequin 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.
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 bright, low-poly 3D third-person platforming game titled “Sky Sprint.” The player controls an original mascot-style plumber hero, built from simple Three.js-like primitives: a compact character with a red shirt and red cap, blue overalls with shoulder straps and yellow buttons, peach skin, brown shoes, a small nose and black mustache. Use an over-the-shoulder/third-person camera that follows behind and above the hero, with mouse drag to look on desktop and camera drag on mobile. The course extends forward along the Z axis and climbs progressively upward through the sky. Core gameplay: sprint and steer through a sequence of small floating grass-topped platform blocks, jump between platforms, collect every gold coin possible, and reach the goal flagpole at the far end. Use third-person movement with WASD or arrow keys, Space to jump, Shift to sprint, and mouse to look. On mobile provide the runtime’s virtual joystick, camera-drag input, and jump button. Movement should use gravity and jumping, with solid platform colliders; the player falls if they miss a platform. There are no combat mechanics or enemies. Falling below the course resets the player to the most recently activated checkpoint and increments the Falls counter, while collected coins remain collected for the run. Build the exact stepped course progression visible in the mechanics: begin on a 5-by-4 starting pad centered around x=0, z=-0.5 at ground level. Then place narrow rising platforms in sequence: a 2-by-1 step at (0,1,4), a 1-by-1 step at (0,2,7), a 1-by-1 step at (1,3,10), a 1-by-1 step at (-1,4,13), and a 3-by-1 checkpoint platform centered at (0,4,16). Continue with offset small platforms at (3,5,19), (0,6,22), and (-3,6,25), then a 3-by-1 checkpoint platform at (0,7,28). Add a 2-by-2 platform at (0,8,32), then small offset platforms at (2,9,36) and (-2,10,40), ending on a broad 4-by-3 goal plateau centered around (0,11,44.5). The goal flag is positioned near the end around x=0.65, y=11, z=47.5; reaching within roughly 1.8 world units completes the course. Place exactly 14 floating gold coin pickups along the route, hovering slightly and rotating: at (0,2.15,1.2), (0,3.15,4), (0,4.15,7), (1,5.15,10), (-1,6.15,13), (0,6.15,16), (3,7.15,19), (0,8.15,22), (-3,8.15,25), (0,9.15,28), (0.5,10.15,32), (2,11.15,36), (-2,12.15,40), and (0,13.15,44.5). A coin is collected when the hero gets close, disappears, and increments the coin total. Use grass block assets for platforms, curved edge pieces on wider platforms, brick props in rows above/around checkpoint and goal areas, and green pipes as decorative platformer props: near both sides of the starting area, beside the platforms around z=19 and z=25, and near the final flag area. Include several brick rows: a short row near the start, rows over the checkpoint platforms at z=16 and z=28, and a longer row above the goal plateau; some bricks are tinted golden/orange. Add four checkpoint zones: the starting zone, the broad platform around z=16, the broad platform around z=28, and the final goal plateau around z=44.5. Once a player reaches a later checkpoint, update the respawn location to that checkpoint. The first checkpoint respawn is approximately (0,1.9,-0.5), then (0,5.9,16), (0,8.9,28), and (0,12.9,44). Start each new run at the first checkpoint. The run timer starts when the player first moves or jumps, stops when the goal is reached, and resets on Restart Run. When the player reaches the flag, show a centered translucent completion card titled “Course Clear!” with text reporting the collected coins out of 14 and completion time, plus a “Run Again” button. Restart Run and Run Again reset coins, falls, timer, victory state, checkpoint, and all coin visibility. Use a cheerful retro platformer presentation: a clear cyan/light-blue sky background with soft matching fog, a large pale sun, white low-poly puffy clouds, a broad green ground disk far below, rounded bright-green bushes around the course, and distant soft green hills. Light the scene with a strong warm-white directional sun, hemisphere light, ambient fill, soft shadows, and a slightly polished but simple low-poly appearance. Platform blocks should have teal/green grass tops and chunky stylized geometry, with orange/brown sides and star-like gaps/edges visible in the course. Keep the world colorful, spacious, and uncluttered. HUD: use rounded semi-transparent white panels with dark navy text and soft drop shadows. Across the top show “Coins” with “0 / 14” initially, “Falls” with “0,” and “Time” with “0.0s.” Put a bright yellow-orange pill-shaped “Restart Run” button at the top right. Along the bottom center show a rounded hint panel initially reading “Reach the flag — sprint, jump, and don’t fall.” Update hints as progress changes, including guidance about coins, brick rows, the final castle stretch, and after winning that the flagpole was reached and the player can run again. Show a loading card while assets are loading. Support responsive desktop and mobile layouts, keeping the HUD over the full-screen WebGL view.