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Leap between floating islands in **Skybound Run** as you navigate intricate parkour courses. Sprint, jump, and push your limits to beat the clock, all while enjoying a vibrant low-poly landscape that challenges your agility and skill.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. James Johnson 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 James Johnson what you would add next.
Skybound Run was built by James Johnson 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 playable browser 3D first-person parkour time-trial called “Skybound Run.” Set the scene in a bright low-poly sky with a solid light-blue background, soft fog, dramatic sunlight, shadows, and a few translucent white puffy clouds floating in the distance. The player starts on the first of six separated floating grassy islands, looking forward along a course that climbs upward and extends into the distance. Each island should be a simple rectangular green grass platform with a thick darker faceted/conical rocky underside hanging beneath it, suspended over an empty sky. Use a clean colorful low-poly aesthetic with simple geometric forms, plus sparse nature-kit-style low-poly pine trees, small grass tufts, and a couple of rocks placed around the islands. Build exactly six main islands in a linear, zig-zagging ascending route. The first starting island is broad, near ground level, centered around the player. The second is smaller and higher, the third is offset left and higher, the fourth is offset right and higher, the fifth is farther right and higher, and the sixth/final island is offset back toward center and highest. Place small pale teal rectangular stepping stones/parkour blocks across the gaps in a sequence, requiring repeated jumps: several blocks lead from island 1 to 2, three angled blocks lead toward island 3, three lead toward island 4, three lead toward island 5, and three lead toward the final island. The blocks are narrow cuboids with varying height and position, visibly floating between the larger islands. Mark the second and fourth islands as checkpoints, and mark the sixth island as the finish. Each marked island has a conspicuous glowing cyan-blue beacon: a thin vertical pillar with a bright torus/ring above it. The finish uses the same beacon treatment. The player must physically land on and reach the islands in order; show progress as the current island out of six. If the player falls below the course, teleport them back to the last reached checkpoint (initially the starting position) and display a brief message. Reaching checkpoint islands updates the respawn location. Reaching the final island stops the timer, announces the finish time, and saves/updates the best completion time locally; restarting resets the run and island progress. Use first-person controls with a camera attached to the player: WASD or arrow keys to move, Space to jump, Shift to sprint faster, and mouse/touch dragging to look around. Include gravity and solid collision on the main island tops and every parkour step, with jumping tuned for crossing the gaps. The player should be able to fall into the sky, with a reset when sufficiently far below the course. Keep the course and camera readable from the starting view: the broad starting platform and the ascending islands, blocks, trees, and blue beacon structures should be visible ahead. Add a fixed overlay HUD matching the visual style: a dark translucent rounded panel in the upper-left titled “SKYBOUND RUN,” with live “Time” shown in seconds to one decimal, “Islands” shown as progress such as “1 / 6,” and “Best” showing the saved fastest time or an em dash when none exists. Put a dark translucent rounded “Restart” button in the upper-right. Show brief centered translucent notification pills for messages such as “Reach the blue beacons — don’t look down,” checkpoint reached, falling/reset, run reset, and finish time. At the bottom center show the instruction text “WASD / arrows to move · Space to jump · Shift to sprint · drag to look”; hide this help text on coarse/touch pointers. Make the layout responsive and keep the game canvas full-screen with no scrolling.