Appearance
Arcade › Skybound Leap
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Edujus 11 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skybound Leap yet. Play it, then tell Edujus 11 what you would add next.
Skybound Leap was built by Edujus 11 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 Leap 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-based Three.js first-person 3D parkour game titled “Skybound Leap.” The player is an invisible first-person character/camera target starting above a small floating rock island at world position approximately (0, 3.1, 5.2). Use an FPS camera with a centered small white glowing circular reticle, mouse-look, and keyboard movement: WASD or arrow keys to move, Space to jump, and Shift to sprint. Use grounded platform physics with gravity around -24, jump speed around 9.8, normal movement speed around 5.2, and a reasonable slope limit around 48 degrees. Falling below y=-18 resets the run to the start. Build a linear ascending course of eight separate floating rocky islands, each made from modular low-poly cliff/rock blocks with some sloped edge pieces. Arrange them in a zig-zag path through the sky, with these approximate island centers and platform dimensions: (0,0,5) size 3x3; (0,1.2,0) size 2x2; (4,2.1,-4) size 2x2; (-1,3.2,-8) size 3x2; (-6,4.1,-12) size 2x2; (0,5.2,-16) size 3x2; (6,6.4,-19) size 2x2; and (3,7.5,-24) size 3x3. The player must jump across gaps and gain elevation from island to island. Each island has a small hovering/standing luminous torus ring accent above its center: warm yellow-gold on intermediate islands, and mint/cyan on the final island. Animate every ring with slow rotation and a slight vertical bob. Place the goal on the final island: a bright golden-orange glowing octahedron core around y=1.2 above the final island, with a translucent pale-gold vertical beam extending roughly 4.6 units upward. When the player comes within about 1.5 units of this beacon, mark the course won and stop player control. Falling resets the game. Track elapsed seconds from the start and display progress using the island number. The environment should be a bright, airy sky scene: pale blue background (#86b7e8), matching distance fog from roughly 28 to 100 units, strong soft hemispheric lighting, and a warm directional sun from above/front with shadows. Add a few large, semi-transparent white stylized cloud clusters made from overlapping flattened spheres around (-10,8,-4), (10,12,-18), and (-12,16,-26). Use low-poly Kenney-like cliff rock modules or an equivalent stylized modular rock asset, with visible faceted geometry and darker rock sides beneath the flat walkable tops. Keep the scene uncluttered so the floating route and jumps are clearly readable. Add a fixed dark translucent glass HUD overlay. At the upper left, show the bold uppercase title “SKYBOUND LEAP,” the instruction text “Reach the golden beacon across the floating islands.” and “WASD / arrows to move · Space to jump · Shift to sprint,” followed by a green status line initially reading “Find the first island.” During play show “Time Ns · Island X/8,” where N is elapsed whole seconds and X is the current approximate island progress. On winning show “Course cleared — you made it.” and reveal a yellow-orange “Restart run” button that resets the player, timer, win state, and button visibility. Put a rounded pill label “FIRST-PERSON PARKOUR” at the upper right, hide that label on narrow mobile screens, and use a responsive HUD panel. Render fullscreen with a dark navy page fallback background. Do not add enemies, weapons, collectibles, lives, or extra game modes; the only objective is reaching the beacon across the floating islands.