Arcade › Skybound Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. samir zahi hanna villarroel built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skybound Run yet. Play it, then tell samir zahi hanna villarroel what you would add next.
Skybound Run was built by samir zahi hanna villarroel 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 Run 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 first-person 3D platforming game titled “Skybound Run.” The player is a first-person character (no visible body) navigating a linear parkour route across seven floating sky islands, with the objective “Reach the beacon across the islands.” Use a Three.js-style renderer with a dark navy sky/background, atmospheric fog, soft shadows, cool blue lighting, and a clean low-poly aesthetic. The camera should be an FPS camera with a centered glowing pale-blue crosshair; clicking/dragging or mouse-look controls the view. Build seven separated rectangular floating platforms arranged generally forward along the negative Z axis, each at increasing elevation. The route should be: island 1 at approximately (0, y=2, z=8), size 8x8; island 2 at (0,4,0), size 5x5; island 3 at (5,6.2,-8), size 4x4; island 4 at (-2,8.5,-16), size 4.5x4.5; island 5 at (-8,11,-23), size 4x4; island 6 at (0,13.2,-29), size 5x5; and island 7/goal island at (7,15.6,-37), size 6x6. Each platform is a simple dark blue-gray rectangular rock/body with a slightly inset green grass top and a thin cyan-blue glowing rim/trim. The player starts on island 1 around (0,3.1,8). Falling below the level (below y=-18) resets the run to the current respawn checkpoint; the reset button resets fully to island 1. Implement FPS movement with WASD or arrow keys, jumping with Space, and faster movement while holding Shift (the visible help text should say “WASD / arrows move · Space jump · Shift sprint · click to look”). Use gravity, collision with the islands and stepping stones, and a reasonably permissive slope/grounding system. Add small square parkour stepping stones between islands to make the intended route readable and provide optional shortcuts. Place them approximately at (0,3.1,4), (0,3.3,2.6), (1.5,4.9,-3.2), (3.2,5.4,-5.5), (2.2,7.2,-10.6), (0,9.4,-13.2), (-5.1,10.1,-19.5), (-6.6,11.8,-21.2), (-4.5,12.2,-25.8), (-1.5,14,-27.4), (3.2,14.8,-32.7), and (5.4,16.4,-35.3). Alternate their materials between the dark platform material and cyan trim material; use small box geometry with slight rotations on some stones. Populate the islands sparingly with low-poly nature props: pine trees on the first island, fourth island, and goal island; larger decorative rocks on islands 3 and 5; a stone bridge near the approach to the sixth island; and a grass patch on the goal island. These should feel like consistent stylized low-poly environmental assets, not dense scenery. Add a tall glowing golden-orange cylindrical beacon on the final island at about (7,17.1,-37), with a rotating cyan ring/halo above it. The beacon and halo are the visual finish target. Add around twenty-two distant translucent dark-blue flattened cloud forms at varying heights and depths for atmospheric depth. Track progression based on reaching the islands in order. The top-right HUD should begin with “Island 1 / 7,” advance to the furthest island reached, and update the respawn point to that island. When the player reaches the final goal area near z<-35 and x approximately 7, change the status to “Finish reached ✦.” Do not add combat, enemies, collectibles, lives, timers, weapons, or extra game systems. Create a minimal overlay HUD matching the visual style: a top-left translucent dark panel with a subtle blue border and rounded corners containing the uppercase spaced title “SKYBOUND RUN” and subtitle “Reach the beacon across the islands”; a top-right rounded status chip; a centered pale-blue plus crosshair with a subtle glow; a bottom-center pill-shaped help label with the controls; and a bottom-right light cyan “Reset run” pill button. Keep the UI legible over the dark navy background, with responsive positioning on smaller screens. Use subdued navy, cyan, pale green, and warm golden beacon colors, fog, bloom-like emissive materials, and soft shadowing to reproduce the screenshot’s calm nighttime sky-island presentation.