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Skybound Run

  • 3d
  • first-person
  • parkour
  • platformer
  • time-trial
  • low-poly
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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. Affan Ahmed 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 Affan Ahmed what you would add next.

Make your own game

Skybound Run was built by Affan Ahmed 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 first-person 3D parkour game titled "Skybound Run". Use a bright stylized low-poly cube-world aesthetic: a clear light-blue sky background with matching distant fog, soft atmospheric lighting, simple green grass-topped floating islands with brown faceted/conical rock undersides and pale lime trim, plus a few blocky trees, rocks, and tufts of grass. The player is an invisible first-person avatar with the camera controlled in FPS view; do not show a visible body or weapon.

Build one fixed vertical floating-island course arranged in a zig-zag route above a void. There are exactly six islands, each with a glowing yellow-orange torus checkpoint ring above it: a large starting island near (0,0,0), then elevated islands around (9,1.8,-8), (2,4.2,-19), (-10,6.6,-25), (-18,9,-15), and a final island around (-10,11.3,-4). Give the islands approximate sizes of 13x12, 7x7, 8x6, 6.5x8, 8x6, and 10x9, with varied heights around 2–3 units. Connect the gaps with five narrow pale bridges/planks at progressively higher elevations, slightly angled, but require jumping/parkour movement across the route. Place a tall cyan glowing beacon at the final island, consisting of a luminous cylinder and glowing spherical cap.

The core goal is to reach the beacon by touching all six island rings in sequence/progression. A ring counts when the player is within roughly 2.1 horizontal units and above the island, and collected rings change from yellow-orange to cyan. Track the best checkpoint, initially zero at runtime, out of 6. If the player falls below y=-14, automatically respawn them near the most recently reached checkpoint (or the starting checkpoint), without resetting collected progress. When all six checkpoints are reached, stop normal gameplay and show a completion modal reporting the run time in seconds, with a Restart button that resets position, timer, checkpoint progress, and ring colors. Also support keyboard R to reset; Space can dismiss the initial message.

Implement FPS movement with WASD or arrow keys, Space to jump, Shift to sprint, and mouse/touch screen dragging/tapping to look around. Use responsive WebGL rendering, shadows, ambient hemisphere light and a strong warm directional sun. The camera should have a wide first-person perspective around 74 degrees, and the world should feel airy and elevated rather than enclosed.

Overlay UI must match the minimal game HUD: a translucent dark navy rounded panel in the upper-left titled "SKYBOUND RUN" in uppercase, with a live line like "Checkpoint 0 / 6 · Time 0.0s" (the initial static HTML may briefly display 1/6, but runtime should reflect actual progress). At the bottom center show a pill-shaped translucent hint reading "WASD / arrows to move · Space to jump · Shift to sprint · tap the screen to look". On launch, display a centered dark rounded instruction card reading "Reach the beacon" and "Jump the gaps and touch all six island rings." Hide it when the player starts/dismisses it. Use clean white text, cyan accents, rounded panels, and no extra enemies, collectibles, combat, health, or invented mechanics.

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