Skip to content

Arcade › Skybound Rush

Skybound Rush

  • 3d
  • arcade
  • endless
  • platformer
  • mobile
  • vertical
0
Remix it Discord

3 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mary Lock built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skybound Rush yet. Play it, then tell Mary Lock what you would add next.

Make your own game

Skybound Rush was built by Mary Lock 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 Rush 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 Rush

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 3D endless vertical jumping game titled “Skybound Rush,” designed for desktop and phones. Use a third-person perspective looking slightly down/forward at a glowing white-blue spherical player avatar with a luminous cyan ring beneath it. The player is centered in a tall vertical sky scene and automatically bounces whenever it lands on the top of a floating platform; there is no manual jump button. The objective is to climb as high as possible, collect stars, and keep bouncing without falling below the camera or losing all health.

World and camera: Render a Three.js-like 3D scene with a perspective camera positioned around z=14, following the player upward. Keep the player and next platforms readable, smoothly move the camera upward toward roughly the player’s height plus 4.5 units, and subtly track horizontal player movement. Use a deep atmospheric sky: a bright pale blue upper region fading through blue into dark navy/near-black below, with exponential fog, bloom, soft lighting, floating star-like particles, and occasional translucent blue-white cloud clusters behind the gameplay. The visible play area is a vertical lane roughly 7.4 world units wide; constrain the player horizontally to that range and bounce it gently off the side bounds.

Platforms: Procedurally generate a continuing staircase of floating rectangular gold/tan platforms, each about 3.3 units wide, 2.2 deep, and 0.5 thick, spaced vertically by about 2.8–4.6 units. Start with a platform at y=-1 and generate many platforms above the player; as old platforms fall below the camera, remove them and spawn new ones above. Place platforms at varied x positions within the lane. Most are static golden platforms with warm emissive edges/shading. Sometimes generate narrower moving platforms, about 2.8 units wide, colored cool light blue with blue emissive shading, oscillating horizontally around their origin. Landing requires descending onto the top surface while overlapping the platform in x and z. On landing, place the player on the top and immediately launch it upward with a strong automatic bounce; slightly increase bounce strength with altitude. Each landing adds 12 score and restores 8 boost.

Player physics and controls: Use gravity around -26, horizontal air steering speed around 10.5, and smooth acceleration toward the requested horizontal direction. On desktop, A/D or Left/Right Arrow steer left/right. On phones, dragging anywhere horizontally sets the steering direction based on the pointer’s normalized screen x position; provide large touch-friendly controls. Press Space, or tap the large bottom-right circular BOOST button, to perform a midair recovery burst if the game is active, not paused/game-over, boost is at least 25%, and the short cooldown is clear. The boost raises vertical velocity strongly (at least to about 9.5 plus an extra burst), costs 25 boost points, and adds 8 score. Boost gradually recharges in air at about 4.2 points per second, is capped at 100%, and stars and landings restore more. The glowing avatar should tilt subtly based on horizontal velocity and its cyan ring should pulse.

Collectibles and hazards: Frequently place a rotating, bobbing glowing yellow-gold octahedron star above or near a platform. If the player comes within about 1.05 units, remove the star, add 35 score, and restore 20 boost. At higher platforms, sometimes place a rotating glowing red/pink faceted shard (an icosahedron-like hazard) near the platform. Let hazards drift slightly horizontally while rotating. On collision within about 0.95 units, remove the hazard, subtract 40 score but never below zero, reduce health by 1, kick the player upward and sideways, and end the run when health reaches zero. The player begins with 3 health; health need not be displayed in the HUD, but it governs hazard survivability. Also end the run if the player falls more than about 12 units below the camera or below the world floor.

Scoring and progression: Continuously add a small amount of score while reaching new altitude, track highest reached height, and display height as an approximate meter value (world height multiplied by about 2.3). There is no hard win state: this is an endless high-score chase. Increase the chance of moving platforms and hazards as height increases, while keeping procedural generation ongoing.

HUD and overlays: At the top, show three large rounded translucent dark-blue glass panels with subtle borders/shadows and uppercase letter-spaced labels: “SCORE” with the current integer score, “HEIGHT” with a value such as “6m,” and “BOOST” with a percentage such as “100%.” At the bottom-left show a rounded translucent hint reading “DRAG TO STEER.” At the bottom-right show a very large circular yellow-to-gold gradient button labeled “BOOST” in bold dark text. On initial load, show a centered translucent dark glass instruction card titled “Skybound Rush,” explaining “Bounce up the sky. Grab stars. Miss the landing and you're done.” and listing desktop and phone controls, with a rounded “Start Jump” button. Hide it when the run starts. When the player loses, show a centered card titled “Fell From the Sky,” show the final score and height, and provide a “Jump Again” button. Support P to pause and R to restart after game over.

Art direction: polished arcade sci-fi atmosphere, cool blue space/sky background contrasted with warm gold platforms and collectible stars, red-pink hazards, soft shadows, fog, bloom, emissive materials, and responsive glassmorphism UI. Make the game fill the viewport, work in portrait phone layouts and desktop, prevent page scrolling, and use large controls with safe-area padding.

More free browser games

Browse the whole Arcade →