Skip to content

Arcade › Skybound Alpha

Skybound Alpha

  • 3d
  • flight
  • arcade
  • sci-fi
  • checkpoint
  • endless
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. adeleke emmanuel built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skybound Alpha yet. Play it, then tell adeleke emmanuel what you would add next.

Make your own game

Skybound Alpha was built by adeleke emmanuel 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 Alpha 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 Alpha

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 third-person flight game titled “Skybound: Alpha Nitro” (HUD title: “SKYBOUND // ALPHA NITRO”). Use Three.js or an equivalent WebGL engine. The camera follows behind and slightly above a small futuristic aircraft, looking toward the aircraft, with a dark navy sky/ocean setting and atmospheric fog. The aircraft is a stylized low-poly cyan/blue jet: capsule-like fuselage with pointed nose, broad rectangular wings, small tailplane, vertical fin, dark blue cockpit canopy, and a bright cyan exhaust cone. It flies forward continuously with its nose pointing along negative Z. Start the aircraft above the end of a long runway at approximately (0, 6, 95), with open ocean far below at y=-8. Build a large ocean plane, four simple green island bases with gray rocky/conical mountain peaks, two clusters of simple blocky coastal buildings, a long dark airport runway with repeated pale center stripes, and scattered semi-transparent white flattened cloud puffs high in the sky. Include a few externally loaded low-poly trees around one island if external assets are supported, but the game should remain playable without them.

The core objective is an endless-feeling checkpoint flight route: place five glowing cyan torus rings in sequence at approximately (0,12,15), (-42,28,-95), (48,46,-210), (120,60,-330), and (-90,38,-420). The aircraft must pass within about 9 world units of the current ring to clear it; award 100 score and 
50 cash, advance to the next ring, and visually turn the next ring yellow while all other rings remain cyan. Continue cycling through the five rings. Display the initial mission text “Route 01 · Fly through the blue rings,” then on a successful pass show “Checkpoint cleared · +
50 · Next ring N/5.” There are no enemies, weapons, crashes, lives, or collision penalties in the implemented game. Implement direct keyboard flight controls: W/S pitch, A/D roll, Q/E yaw, Left/Right Shift throttle, Left/Right Ctrl brake, and Space to activate Alpha Nitro. Also provide touch/mouse controls using six on-screen buttons for left, right, up, down, yaw left, and yaw right, plus a wide “ALPHA NITRO” button. Hold buttons to apply their inputs. Forward speed starts at 34, is affected by throttle/braking and naturally trends down, is clamped to 16–92 normally, and can reach up to 180 while nitro is active. Aircraft pitch, roll, and yaw should smoothly damp toward neutral. Movement follows the aircraft’s rotated forward vector, with altitude clamped between -1 and 170. Fuel starts at 100 and gradually drains based on speed; when nearly empty, reduce speed to 18. Nitro starts at 100, recharges slowly when inactive, and when activated (only if above 8 and not already active) lasts about 3.6 seconds, drains at roughly 26 per second, increases acceleration/speed, enlarges the exhaust trail, and changes the top-center banner to “ALPHA NITRO // ENGAGED” in a pale purple tint. When it ends, restore “TRAINING FLIGHT” and the cyan tint. Use a polished sci-fi HUD over the canvas. At top-left show a translucent dark blue rounded panel with cyan border and the title, plus the mission line. At top-center show a rounded pill labeled “TRAINING FLIGHT.” At top-right show a translucent stats panel with SPD, ALT, HDG, FUEL and a cyan fuel progress bar, ALPHA NITRO and a blue-to-lavender nitro progress bar, and CASH. Speed is displayed as approximately speed*3.2, padded to three digits; altitude is aircraft y+8, clamped to nonnegative and padded to three digits; heading is aircraft yaw converted to 0–359 degrees with a degree symbol; cash starts at
,500. Use dark navy translucent glass panels, subtle blur/shadow, rounded corners, compact bold sci-fi-like typography, cyan/white text, and responsive layout. At bottom-left show the instruction line “W/S pitch · A/D roll · Q/E yaw · Shift throttle · Ctrl brake · Space Alpha Nitro.” At bottom-right show the touch control row. On narrow screens hide the instruction line, move controls across the bottom, and reduce panel typography. Render with antialiasing, shadows, ACES-style tone mapping, a pale blue hemisphere light and warm directional sunlight. Keep the overall visual style clean, minimal, futuristic, and training-simulator-like rather than realistic.

More free browser games

Browse the whole Arcade →