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Skybound Run

  • 3d
  • first-person
  • platformer
  • parkour
  • time-trial
  • low-poly
  • sky-islands
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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. alain pimpare 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 alain pimpare what you would add next.

Make your own game

Skybound Run was built by alain pimpare 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 playable browser-based 3D first-person platforming time trial titled “Skybound Run.” Use a Three.js-style WebGL scene with a 72-degree perspective camera, FPS controls, and the camera centered on an invisible player character (no visible body in first person). The player starts above the first large floating island at approximately the near end of an upward, zigzagging course. Use WASD or arrow keys to move, Space to jump, and Shift to sprint; include mouse-look/FPS camera aiming. Movement should have responsive acceleration-free walking/sprinting, jumping, and gravity, with a normal move speed around 7.2, sprinting faster, jump speed around 10.2, and gravity around -24. The goal is to traverse the floating islands and stepping platforms without falling, then reach the glowing cyan finish gate at the far end. If the player falls below the course, reset them to the starting position and show a brief “Missed it — back to the start” status message. Stop the timer after reaching the gate and show a completion overlay with the final time and a “Run it again” restart button.

Build the level as a sequence of chunky, stylized floating platforms suspended in a dark night sky. The scene background should be deep navy (#081226) with matching distant fog, giving strong atmospheric depth. Arrange six main floating islands in a rising route generally along the negative Z direction, with lateral zigzags: start island centered around (0,2,8), then islands around (-8,5,-5), (4,8,-19), (15,12,-31), (5,16,-43), and (-8,21,-56). Each main island is a broad rectangular blue block with a thin pale mint/green grass-like top slab, dark sides, and several dark-blue faceted cone/spike rocks hanging underneath. Use approximate island dimensions of 13x13, 8x9, 9x8, 8x8, 10x8, and 12x10 respectively. Place smaller elevated rectangular stepping pads between the islands at roughly (-3.8,3.2,1.8), (-5.2,4.4,-10.3), (-1.2,6.3,-14.5), (9.5,10.1,-25.2), (11.3,13.8,-37.1), and (-1.3,18.6,-49.2). Make these pads about 3–3.4 units wide/deep, blue-sided, and add a small bright cyan stripe/mark on their top surfaces.

At the endpoint on the final island, add a clearly visible cyan glowing gate: two narrow vertical cyan posts about 5.2 units tall separated by roughly 4.8 units, connected by a horizontal cyan beam near the top. Trigger completion when the player comes within roughly 4.4 units of this gate. The cyan gate and pad stripes should use emissive materials so they glow against the dark sky.

Decorate the islands with sparse low-poly Cube World-style vegetation: blocky trees with dark brown trunks and chunky bright green cubic foliage, plus a few rounded/blocky bushes. Place trees and bushes mainly on the starting island and early/middle islands, matching the visible placements: trees near the start center and left side, a bush on the start island, a tree and bush on the second island, and a tree on the third. Do not add enemies, collectibles, weapons, health, or other gameplay systems; the only challenge is movement, jumping, gaps, and the timed finish.

Use soft directional moonlike lighting from above/front-left, a cool pale-blue hemisphere fill, shadow casting, and ambient occlusion-like contact shadows. Give platforms stylized low-poly materials: medium blue structural sides, pale desaturated mint tops, very dark navy faceted underside rocks, and bright cyan emissive goal accents. Scatter roughly 450 tiny pale-blue star particles throughout the background at varied heights and depths, slowly rotating them for subtle parallax. Enable fog so distant islands and stars fade into the navy atmosphere. The overall visual style should be clean, colorful, low-poly/isometric-game-inspired 3D viewed through an immersive first-person camera.

Overlay HUD: place a translucent dark navy rounded panel in the upper-left with a thin pale-blue border and subtle blur/shadow. Show the title “SKYBOUND RUN,” the instruction line “WASD / arrows move · Space jump · Shift sprint,” and a large digital timer starting at “00:00.0” and updating in tenths. Keep a small white/cyan-glowing crosshair centered on screen. At the bottom center show a rounded translucent status pill initially reading “Reach the cyan gate,” changing during movement to prompts such as “Sprint to the next island” or “Keep moving — the gate is ahead,” and on completion to “Course cleared.” When finished, darken the screen slightly and show a centered rounded card reading “Run complete,” a line with the achieved time and encouragement such as “Jump farther, then beat it.”, and a bright cyan “Run it again” button.

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