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Arcade › Skyblock Sprint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ga Stunnerz built it with Cinevva, so it works on a phone or a tablet too.
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Skyblock Sprint was built by Ga Stunnerz 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 Skyblock 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 browser-playable third-person 3D obstacle-course game titled “Skyblock Sprint.” Use Three.js or an equivalent real-time 3D engine with a bright toy-like Roblox/obby aesthetic: a cyan sky background with light fog, soft shadows, chunky low-poly geometry, saturated colored floating platforms, white blocky clouds high above, and a sunny hemisphere plus directional light. The camera should follow a small blocky humanoid avatar from behind at roughly 8 units distance, looking toward the avatar’s upper body. Let the player rotate the camera with mouse movement after clicking to enable pointer lock; Escape releases the cursor. On touch devices, allow drag-to-look and show a translucent circular virtual joystick at bottom-left plus a large orange circular JUMP button at bottom-right. The objective is to run forward through a linear floating sky obby, collect all 16 rotating gold coins if possible, activate checkpoints, and reach the glowing finish portal on the final island before a 120-second countdown reaches zero. Use WASD or arrow keys for movement and Space for jumping. Movement is camera-relative, with responsive acceleration, gravity, and a strong arcade jump. The avatar should have idle/walk animation when using a Kenney-style blocky character model, or a simple blue blocky fallback if external assets fail. Coins should spin and bob, disappear when collected, increment the score, and play a pickup sound. Jumping should play a jump sound. Build the course as simple stable axis-aligned platform boxes with the following exact forward layout along the positive Z axis, including the approximate positions, sizes, heights, and colors. The player starts on the green start island centered at (0, 0.75, 0), size 7 x 1.4 x 7. Then place: a blue jump platform centered at (0,1.3,8), size 4.4 x 0.8 x 4.4, with a red hazard stripe near its right side; a yellow ramp/base centered at (0,2.05,14), size 3.2 x 0.7 x 5.2, with a yellow ramp prop; a cyan moving block centered initially at (0,2.4,21), size 3 x 0.55 x 3, moving side-to-side on the X axis with about 3.2-unit amplitude and speed 1.15; a pink checkpoint island at (0,2.3,28), size 5 x 0.75 x 4.2; a long narrow orange beam at (0,2.75,36), size 1.1 x 0.45 x 9; a purple hazard tile at (0,3.0,45), size 4.7 x 0.72 x 4.7; a second cyan moving block at (0,3.4,52), size 3 x 0.55 x 3, moving forward/back along Z with about 2.5-unit amplitude and speed 1.4; a mint checkpoint island at (0,3.55,59), size 5 x 0.78 x 4.4; two split final orange beams at x=-1.1 and x=1.1, y=3.95, z=66, each size 0.8 x 0.42 x 7, separated by a red hazardous center gap; and a green finish island centered at (0,4.2,73), size 6.4 x 0.8 x 5.6. Add these red hazards precisely: a red stripe on the blue platform centered around (1.9,1.48,8), width 0.9 and depth 3.4; two red crossbars over the purple platform centered at (0,3.38,45) and (0,3.38,46.7), each about 3.8 wide and 0.75 deep; and the red center gap/hazard at (0,4.24,66), about 0.55 wide and 7 deep. Touching a red hazard or falling below the course must immediately respawn the player at the latest checkpoint and increment a respawn count. Use simple AABB-style platform collision and prevent hazards from being cosmetic only. Place three checkpoint pads: checkpoint 1 at the start island (0,1.48,0), checkpoint 2 on the pink island (0,2.72,28), and checkpoint 3 on the mint island (0,3.98,59). Represent them as small white circular pads, optionally with Kenney-style flag props nearby. The start checkpoint is active initially; walking within about 2.15 units of later checkpoint positions activates them, turns their pad green, updates the current checkpoint, and changes the respawn location. Include decorative Kenney-style trees on or near the start, pink checkpoint, and mint checkpoint islands. Add a toy-style finish gate model on the final island around (0,4.63,73.2), with a glowing purple/blue portal ring around (0,5.18,73) and a purple point-light glow. Reaching the portal/finish area wins immediately. Distribute exactly 16 coins in the course in these locations: (0,1.85,8); (-1.2,2.48,14); (1.2,2.48,14); (0,2.8,21); (-1.4,2.95,28); (1.4,2.95,28); (0,3.15,34); (0,3.15,38); (-1.35,3.55,45); (1.35,3.55,45); (0,3.82,52); (-1.35,4.18,59); (1.35,4.18,59); (-1.1,4.35,66); (1.1,4.35,66); and (0,4.82,73). Make them gold coin meshes or torus-like fallback coins, floating slightly above the platforms. Implement the HUD as fixed, high-contrast rounded dark translucent pills along the top: left shows a coin icon and “0 / 16” score, center shows a timer icon and remaining seconds starting at 120, and right shows “Checkpoint 1.” Use white bold text, subtle borders and shadows. Show a centered rounded dark instructional message at startup explaining that the player should beat the floating obby, grab coins, hit checkpoints, and reach the finish gate. When mouse look activates, show a short message that mouse look is active and Escape releases the cursor. Add a small center aiming dot on desktop. Put a blue Restart button near the upper-right on mobile. On win, display a centered dark overlay card saying “You Win!” and report collected coins out of 16 and time left, with a “Play again” button. If the timer reaches zero, display a matching “Time’s Up” overlay and report the collected coins, with a way to restart. The game should stop active play after winning or losing, while restarting resets the timer, score, checkpoints, coins, and player position. Keep the presentation faithful to the supplied visual: bright cyan sky, green floating start terrain, pastel platform sequence, oversized orange JUMP control, rounded navy HUD, and a chunky toy-world atmosphere. Do not add weapons, combat, enemies, lives, or extra game modes. Expose game state if supported, including player position/velocity/grounded state, score, total coin count, timer, win/loss status, checkpoint index and position, respawns, camera yaw/pitch, and remaining coins.