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Skybound 36

  • 2d
  • platformer
  • vertical
  • arcade
  • browser
  • procedural
  • scroller
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. jamus.hall1l built it with Cinevva, so it works on a phone or a tablet too.

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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-based 2D vertical platformer titled “Skybound 36,” rendered on a full-screen HTML canvas with a responsive HUD layered over it. The player is a small stylized astronaut/robot in a yellow-amber suit: rounded rectangular body, dark blue visor with a small shine, little side arms and dark boots. The game is viewed from a side-on orthographic perspective; the character climbs upward through a tall scrolling level, with the camera smoothly following the player vertically while the playfield remains centered and bounded horizontally.

Core objective and progression: provide 36 climbable levels. Each level is procedurally laid out but deterministic from its level number, with a starting platform at the bottom, a sequence of floating platforms ascending roughly every 78–92 world units, and a connected final approach leading to a finish flag at the top. Reach the finish to clear the level, then use “Next level” to advance. Include a level selector grid numbered 1–36. The current level label should read “Level N / 36.” The first 35 levels say “Climb up · avoid wind and birds”; level 36 is the final boss level. On the final level, place a large purple Sky Warden near the finish, with 3 hit points, a visible pink health bar, and periodic pink projectile blasts aimed toward the player. The player damages the boss by colliding with it while jumping; after three hits the boss disappears and the finish can be reached.

Controls and movement: support keyboard A/D or Left/Right arrows for horizontal movement and Space, W, or Up Arrow to jump. Also provide mobile touch buttons for left, jump, and right. Use acceleration, friction, horizontal speed capped around 420, gravity around -1750, and a jump impulse around 720. Allow a double jump. Keep the player within the horizontal playfield. Landing on a platform resets the jump count. Falling well below the current checkpoint or touching a hazard resets the player at the latest checkpoint rather than ending the level.

Level elements: draw platforms as dark blue/purple/teal/brown themed rectangular slabs with a bright 5-pixel top edge. Every level uses one of six cycling color themes, with a vertical gradient background and sparse glowing dots/stars. Platforms vary in width and horizontal position. From later levels onward, some platforms move side-to-side; show these in a contrasting moving-platform color. Some later platforms are dropping platforms: color them reddish, label them “DROP,” show a short countdown after the player lands, then make them fall. Put bright gold floating coins above some platforms; coins pulse/glow, are collected when the player approaches, increment the current level coin count and persistent total coin count, and display a toast such as “Coin collected · 1.” Add checkpoint flags at every fourth generated platform: a vertical pole and triangular pennant, yellow until reached and green after reached. Reaching one updates the checkpoint indicator and saved progress.

Hazards: place bright glowing rectangular spikes and occasional circular saw hazards on platforms. Later levels include translucent outlined wind zones with labels “→ WIND” or “← WIND”; entering them pushes the player horizontally and gives an upward lift. Add flying birds in higher levels: pale blue/white bird bodies with curved wings, normally patrolling horizontally, that periodically dive toward the player; a collision resets to the checkpoint. Include simple wind audio while inside wind zones if browser audio is available.

Finish: at the top of every level draw a glowing cyan/accent flag pole with a yellow rectangular pennant. Reaching its height (and defeating the Sky Warden on level 36) clears the level. Show a toast such as “Top reached!” and change the status to “Cleared — tap Next level”; after all 36 are cleared show “All 36 cleared · X total coins.”

HUD and interface: overlay a dark translucent glass-style top bar. On the left show the uppercase brand “SKYBOUND 36” and subtitle “Dodge the obstacle rush.” On the right show the level, status, and a coin line such as “Coins: 1 · Total: 1 · CP 0.” At the top center, show rounded white toast notifications for coin collection, checkpoints, failures, boss hits, and level starts. Along the bottom provide dark rounded buttons “Restart,” bright blue “Next level,” “Levels,” and “Reset save.” The Levels button opens a dark panel with a 6-column grid of buttons 1–36. On desktop show a hint: “A/D or ←/→ move · Space jumps twice / Climb upward through wind zones, birds, coins, and checkpoint flags.” On narrow screens hide the hint and show large touch controls. Start with a centered dark translucent menu overlay containing the title, the description “Climb through themed skies, dodge hazards, and defeat the Sky Warden,” buttons “Continue,” “New run,” and “Reset saved progress,” plus a skin shop.

Persistence and cosmetics: save current level, total coins, selected skin, and owned skins in local storage. Start with the Amber skin free, and offer Mint for 15 coins, Coral for 30, and Violet for 50. The menu skin shop should show four selectable buttons, costs for unowned skins, coin balance, and a selected check mark. Skins recolor the astronaut body, visor, and highlights while preserving the same shape. Use polished neon arcade presentation: deep navy-to-blue/purple/teal/brown gradients depending on theme, bright cyan or magenta platform edges, glow effects around hazards, coins, finish flag, and boss, rounded glass HUD cards, and clean bold system typography. Ensure the game is fully playable with mouse/touch buttons and keyboard, with restart/checkpoint recovery rather than lives or a game-over screen.

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