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Skybound 36

  • 2d
  • side-scroller
  • arcade
  • platformer
  • endless-runner
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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. jamus.hall1l built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skybound 36 yet. Play it, then tell jamus.hall1l what you would add next.

Make your own game

Skybound 36 was built by jamus.hall1l 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 Skybound 36 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 Skybound 36

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 2D side-scrolling obstacle-course game titled “Skybound 36.” Render the game in a full-screen HTML canvas with a dark atmospheric sky: a vertical gradient from deep navy (#08162d) at the top to blue (#132d4a) near the bottom, scattered soft cyan glowing particles, and a subtle dark-blue mountain/silhouette band in the background. Use a smooth horizontal camera that follows the runner, keeping the player around 32% of the screen width while the level scrolls left.

The player is a small, simple blocky yellow/gold capsule-like rectangular runner, about 34x48 world pixels, with a dark blue visor rectangle and a tiny pale highlight on the visor. Start each level at x=180 on a continuous dark platform/ground. The playable ground is a long nearly-black navy platform with a blue top edge and a thin bright cyan highlight. The ground should extend well beyond the finish so the player cannot immediately fall off the end.

The core mechanic is running automatically only in the sense that the player is controlled by horizontal acceleration: left/right input applies acceleration, friction damps velocity, and horizontal speed is capped at roughly 400. Use A/D or left/right arrow keys on desktop. Jump with Space, Up Arrow, or W; jumping is available only while grounded, with an upward velocity around 700 and strong downward gravity around -1750. There is no double jump. The player can move left and right, jump over obstacles, and is constrained from moving below x=0. If the player falls below the course, immediately reset them to the level start and show “Obstacle hit — try again.”

Generate 36 replayable levels. Display the current level as “Level N / 36,” with levels seeded deterministically so their layouts are stable but vary by level. Level length starts around 3400 world pixels and increases by about 65 pixels per level. Build a continuous ground platform, then place roughly 10 obstacles on early levels, increasing the count gradually with level number. Begin obstacle placement after x≈470, with gaps of roughly 180 pixels plus a seeded random variation. Use these obstacle types and exact visual meanings:
- Low solid red/pink blocks on the ground, approximately 42–64 wide and 42–64 high.
- Narrow tall red/pink pillars on the ground, approximately 24 wide and 92–157 high; on levels above 5, sometimes place a second pillar roughly 72 pixels later.
- Elevated glowing horizontal pink/red bars, approximately 58–86 wide and 20 high, positioned about 72–127 pixels above the ground, requiring a jump or careful movement.
- On levels above 9, occasionally add moving orange/yellow “roller” obstacles, around 28x28, with horizontal oscillating motion; show a pale circular outline inside them and a warm glow. Their movement should be sinusoidal and become somewhat faster at higher levels.
- On levels above 13, add extra ground blocks at later fixed intervals to increase the challenge.
Use collision rectangles between the player and all obstacles. On collision, restart the current level from the beginning rather than subtracting lives.

At the far end of each level, place a finish beacon around 240 world pixels before the level’s endpoint: a tall glowing cyan vertical post about 8 pixels wide and 170 pixels high, with a golden rectangular flag near its top. When the player moves beyond the beacon’s x-coordinate, mark the level complete and stop accepting further completion, change the status to “Cleared — tap Next level,” and show a toast “Level cleared!” For level 36 instead show “All 36 cleared!” and “Final sprint.” The “Next level” button should advance only after completion; otherwise show “Reach the finish first.” After level 36, next level wraps back to level 1 and can show “New run.”

Use a polished HUD over the canvas. At top left, add a translucent dark rounded card with the uppercase brand “SKYBOUND 36” and subtitle “Dodge the obstacle rush.” At top right, add a similar card showing “Level N / 36” and a status line initially “Reach the finish.” At bottom left, show rounded “Restart” and blue primary “Next level” buttons. Restart rebuilds the current seeded level and resets the player. At bottom right on desktop, show the hint “A/D or ←/→ dodge · Space jumps” and “On mobile, use the buttons.” Show the player’s approximate distance as small white text such as “18m” near the lower-left canvas area. Use dark translucent cards, cyan-blue borders/highlights, pink obstacle glows, and soft shadows throughout.

For mobile widths (about 700px or less), hide the instructional hint, display three touch controls near the bottom—left, jump/up, and right buttons—and support press-and-hold for left/right plus press for jump. Make the canvas touch-action disabled so controls work cleanly. Include brief rounded toast notifications near the top center for level start, collisions, completion, and invalid Next-level attempts. Keep the visual style minimal, neon arcade, dark sci-fi, and clean rather than detailed or photorealistic; the gameplay is a timing-and-jumping horizontal obstacle rush across 36 progressively harder levels.

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