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Skybound Run

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  • 3d
  • platformer
  • first-person
  • sky
  • collectathon
  • casual

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Chan Green, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Skybound Run was built by Chan Green 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.

Read the build brief for Skybound Run

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 “Skybound Run,” a compact 3D first-person platforming game set high in a bright, open sky. Use a first-person camera with a wide field of view and mouse/touch drag look; show no visible player body. The objective is to run and jump forward across a fixed route of seven small floating islands, reaching the final island and passing through its gold finish arch. Move with WASD or the arrow keys and jump with Space. Build the route as seven green-topped, polygonal/faceted floating land platforms, arranged in a gently weaving line away from the starting island, with roughly equal gaps and each later platform slightly higher than the previous one. Make the starting and final islands larger than the middle islands. Give the platforms dark gray-purple tapered rocky sides and pointed hanging rock formations underneath. Add small beige rectangular stepping stones between each pair of islands as visual route markers, but keep the gaps jumpable. Scatter small grass tufts across each island and occasional larger rocks. Place six bright cyan, glowing, rotating/floating diamond-like octahedral shards above islands 2–7; touching one collects it and makes it disappear. Shards produce a short pickup toast and increase an internal collected count, but do not add a permanent score display not present in the HUD. Put a simple golden gate on the last island: two slim upright gold posts and a curved half-arch across the top. Reaching the gate on the final island completes the run and displays a centered translucent victory card reading “Skybound!”, a short success message, and a “RUN IT AGAIN” button.

The player starts grounded on island 1. Keep a checkpoint at the latest island reached: when the player falls far below the route, return them to the current checkpoint and show a brief failure/retry toast. Progress is linear: register an island when the player lands/reaches its platform, update the reached-islands counter, and show a brief checkpoint toast (and a final-island toast upon reaching island 7). Include a reset button and R-key reset that return the player to island 1, clear shard pickups and progress, and dismiss the victory screen. Do not add enemies, combat, lives, timers, or branching paths.

Visual style: clean, cheerful low-poly 3D floating-island scenery against a broad pale cyan-blue sky, with soft distance fog and diffuse warm sunlight casting soft shadows. Place clusters of soft white clouds far below and around the route. Use green grass tops, warm beige trail stones, subdued charcoal/plum rock sides, luminous aqua collectibles, and rich golden finish-gate metal. The view should feel airy and uncluttered, with the islands and route visible ahead when looking forward. Overlay a polished minimal white-text HUD in translucent slate-blue rounded panels: top left “SKYBOUND RUN” in letter-spaced uppercase with the subtitle “Find your way across the clouds”; top right a large two-digit progress value such as “01 / 07” and small uppercase “ISLANDS REACHED”; bottom center the instruction “WASD / arrows to move · Space to jump · drag to look”; bottom right a “RESET” button. Center brief feedback toasts near the upper-middle of the view. Make the HUD legible and responsive, keeping the controls hint above the lower edge on small screens.

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