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Skybound Run

  • 3d
  • parkour
  • platformer
  • first-person
  • sky
  • arcade
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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. Yamil Acosta Veizaga built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skybound Run yet. Play it, then tell Yamil Acosta Veizaga what you would add next.

Make your own game

Skybound Run was built by Yamil Acosta Veizaga 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 a browser-based 3D first-person parkour game titled “Skybound Run.” The player starts as a first-person-controlled avatar at approximately (0, 4, 4) in a bright blue sky, facing a linear route of five floating islands extending forward into the distance along the negative Z axis and gradually rising. Use a Three.js-like 3D presentation with a 72-degree perspective camera, soft shadows, ACES-style bright tone mapping, pale cyan sky background, light atmospheric fog, and scattered semi-transparent flattened white cloud puffs below and around the route.

Core objective: reach the glowing emerald beacon on the fifth and final floating island. The HUD should explicitly say “Reach the emerald beacon across the floating islands.” and show the controls “WASD / arrows · Space jump · Shift sprint.” Use first-person movement with WASD or arrow keys, jumping with Space, and sprinting with Shift. The player has normal gravity and can fall into the sky; if the player drops below the world, automatically reset them to the starting position. Also provide a visible RESPawn button in the lower-right and allow the R key to respawn manually. Respawning resets the player to the start, resets progress to Island 1 / 5, and clears the won state. There is no combat, enemy, health, ammunition, inventory, or timer limit; the displayed time is an elapsed seconds counter.

Build five dark blue floating platforms/islands with thick angular rocky undersides. Island 1 is centered around (0, 0, 0), width/depth about 9 by 9. Island 2 is at (2, 2.4, -13), about 6 by 6. Island 3 is at (-5, 5.3, -25), about 7 by 6. Island 4 is at (5, 8.2, -38), about 6 by 6. Island 5 is at (0, 11.2, -51), about 9 by 8. Each island should have a dark blue-gray rectangular top slab about 0.6 units thick, a thin dark navy raised edge/rim, and a faceted tapered rock/cone underside descending roughly 3.2 units, colored slate blue-gray. Add collision to the top slabs so the player can walk and jump across them.

Place seven golden-yellow rectangular stepping stones between the islands as the intended parkour path. They are thin box platforms with shadows and slightly warm emissive shading: approximately (0,1,-6) size (2.6, 0.5, 2.2), (1.2,1.65,-9.2) size (2,0.5,2), (-1.5,3.5,-17.9) size (2.2,0.5,2), (-3.5,4.4,-21.2) size (2.1,0.5,2), (-1.3,6.2,-29.8) size (2.4,0.5,2), (2.1,7.3,-34.1) size (2.1,0.5,2), and (3.4,9.1,-43.2) size (2.1,0.5,2.1). Make these stepping stones collidable and spaced so the player must jump between them and onto the islands.

On the top of the final island at around (0, 12.5, -51), place the goal: an emerald beacon consisting of a dark octagonal cylindrical base, a hovering/glowing turquoise-green octahedral gem, and a thin glowing turquoise ring around it. Give it green emissive material and a local green point light. The gem should slowly rotate and the ring should rotate; when the player comes within about 2.4 units of the beacon, mark the game won, show Island 5 / 5, and keep the beacon visibly animated. The HUD status in the upper-right should display “Island 1 / 5” through “Island 5 / 5” based on progression along the route, with the elapsed time underneath (one decimal place, in seconds). Reaching the beacon changes the status to Island 5 / 5 but does not need a separate victory screen.

Add a few decorative environment props on the islands, matching the visible low-poly/faceted sky-platform aesthetic: paradise-style platform props on the first and second islands, stairs on the third island, and a couple of large rock props around the final beacon. These props are decorative and need not add new gameplay rules. Use cool slate/navy island materials, mustard stepping stones, cyan-green beacon illumination, and clean low-poly geometry with strong shadows. The on-screen layout should match the reference: a translucent dark rounded panel at top-left containing the title in uppercase, objective, and controls; a translucent rounded status panel at top-right; a centered translucent pill near the bottom reading “Fall? Tap Respawn or press R”; and a large rounded yellow RESPawn button at bottom-right. Ensure the HUD remains fixed over the canvas and is usable on desktop and touch devices.

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