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Skybound Run

  • 3d
  • first-person
  • platformer
  • mobile
  • low-poly
  • fantasy
  • time-trial
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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. Programação AG 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 Programação AG what you would add next.

Make your own game

Skybound Run was built by Programação AG 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-playable first-person 3D platforming game titled “Skybound Run.” The player starts on a chain of seven floating low-poly islands suspended in a dark blue sky and must leap from island to island until reaching the seventh island. Use a first-person perspective with a 72-degree perspective camera positioned at the player, with mouse/touch-look rotation: horizontal dragging changes yaw and vertical dragging changes pitch, clamped so the player cannot look excessively far up or down. The player avatar itself is not visibly modeled; represent it as a first-person camera/player position.

World layout: create seven islands in a generally forward zig-zag route, at these approximate world positions and elevations: island 1 (0, 0, 0), radius 5; island 2 (7, 1.4, -6), radius 3.4; island 3 (14, 3.1, -11), radius 3.1; island 4 (21, 4.8, -5), radius 3.6; island 5 (28, 6.5, 2), radius 3.2; island 6 (35, 8, -5), radius 4; island 7 (43, 10, -11), radius 3.4. Each island should be a chunky, low-poly floating platform: a green grass-colored octagonal/cylindrical top, a narrow blue-gray rim, and a pointed dark blue-gray rocky underside tapering downward. Put a glowing golden-orange torus checkpoint ring on each island’s top surface. Add a few low-poly crystal and rock props on some islands, including large stylized crystals around the first, second and fourth islands and rocks near the first and sixth islands. Add sparse semi-transparent pale blue cloud blobs at varying heights around the route. Use a dark navy background and atmospheric fog fading into the distance.

Lighting and style: low-poly fantasy sky-island aesthetic, with simple faceted geometry, deep navy sky, dark blue rock undersides, muted green tops, and warm gold checkpoint rings. Use a warm directional sunlight from above/front with shadows, cool blue hemisphere fill, and a subtle cyan rim light. Enable soft-looking shadows and fog in the far distance. The visual presentation should match a polished minimalist 3D WebGL scene rather than a cartoon character game.

Gameplay: when the game begins, place the player at approximately (0, 1.35, 2.5) on the first island. Movement speed is about 5.8 world units per second. Support keyboard movement with W/A/S/D and arrow keys, relative to the current camera yaw; forward moves in the camera-facing direction and strafe moves sideways. Also support touch controls: a virtual left thumb joystick on the lower-left area controls movement, while dragging elsewhere on the right side controls camera look. A large lower-right JUMP button queues a jump. Space also jumps on keyboard. Apply gravity around 18 units/second squared and a jump impulse around 8.6, allowing jumping only while grounded on an island. Detect landing on the top of an island based on the player’s horizontal distance from its center and vertical crossing; snap the player to the island top. If the player falls below y=-8, respawn them on the most recently reached island, slightly offset from its center. Advancing onto a later island updates the checkpoint/progress and score, awarding 100 points per newly reached island. The final island completes the run when the player is within roughly 1.4 units of its center after reaching it. Stop the timer on completion. There are no enemies, weapons, collectibles, health, or combat systems.

HUD and screens: render a full-screen canvas HUD over the 3D view. Before starting, show a translucent dark navy overlay with large cyan text “SKYBOUND RUN,” the subtitle “Leap across the floating islands,” a centered gold rectangular “TAP TO START” button, and the instruction “Left thumb: move  •  Right thumb: look  •  Jump.” A tap/click anywhere on this start screen begins or restarts the run; a keyboard key can also start it. During play, show a compact translucent dark panel at upper left with white progress text like “ISLAND 1 / 7” and a blue-white timer labeled “TIME 0.0s.” Show a translucent circular movement joystick at lower left and a large gold circular JUMP button at lower right. On completion, cover the view with a dark translucent overlay, display gold “RUN COMPLETE,” show “Time: X.X seconds,” and provide a centered gold “TAP TO RETRY” button that resets the player, timer, progress, and score. Keep typography clean, bold, and high contrast, with cyan, white, navy, and warm gold as the dominant UI colors.

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