Arcade › Skybound Sprint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Abdul baksh quraishi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skybound Sprint yet. Play it, then tell Abdul baksh quraishi what you would add next.
Skybound Sprint was built by Abdul baksh quraishi 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 Sprint 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 short 3D third-person platformer called “Skybound Sprint.” The player controls a simple red/coral capsule-shaped runner with a small glowing cyan rectangular visor. Use a dark navy sky/void background with subtle fog, soft directional lighting, shadows, and low-poly geometric visuals. Keep the camera in an over-the-shoulder/third-person view following the player from behind at roughly 7.5 units away; the course should climb forward into the distance and upward. Build a floating obstacle course consisting of six rectangular platforms, each approximately 4.8 wide, 0.45 thick, and 3.4 deep. The starting platform is teal/green at (0, 0, 7), with the capsule starting above it. Then place four elevated moving platforms in sequence: a blue platform around (0, 2, 2) moving side-to-side on the X axis; a purple platform around (-4.3, 4, -2) moving back-and-forth on the Z axis; a blue platform around (1.1, 6.1, -6.5) moving on X; and a purple platform around (5, 8.1, -11) moving on Z. Finish with a teal/green goal platform around (0, 10, -16.5). The moving platforms should follow smooth sinusoidal motion with visible ranges similar to 2.6, 2.2, 3.4, and 2.8 units respectively, so the player must time jumps between them. Do not add enemies or extra hazards; the main danger is missing a jump and falling. Place a floating golden/yellow faceted octahedron beacon above the final platform at about (0, 11.25, -16.5), gently bobbing vertically and continuously rotating. Surround it with a thin glowing cyan ring. The objective is to jump across the four moving platforms and touch this beacon before the timer expires. Use physics appropriate for a platformer: WASD or arrow keys move, Space jumps, and Shift enables sprinting. Use the Cinevva-style third-person controls with mobile support: an on-screen virtual joystick for movement, drag-look, and a mobile jump button. Set movement speed around 5.5, jump speed around 9.2, and downward gravity around -24. If the player falls below the course, respawn them at the latest checkpoint rather than ending the run. Checkpoints are the start and the four intermediate platform locations; update progress as the player approaches each one, showing 0 / 5 through 5 / 5. The player begins with a 60-second countdown. Reaching the beacon stops the run and displays a completion message with the remaining time. When time reaches zero, stop the run and display a time-up message; provide a restart action that resets the player to the start, timer to 60 seconds, progress to 0 / 5, and hides the result message. Create a clean HUD over the game: two rounded dark translucent panels at the top, with “TIME LEFT” and a large decimal countdown on the left, and “PROGRESS” with a fraction such as “0 / 5” on the right. Show an instruction/status line beneath them reading “Reach the beacon before the clock hits zero,” changing to messages such as “Missed the jump — checkpoint restored,” “Beacon reached,” or “The clock ran out” as appropriate. Use a dark translucent rounded instruction panel along the bottom reading “WASD / arrows · Space jump · Shift sprint · mobile joystick + jump.” Match the screenshot’s portrait-friendly layout, restrained futuristic typography, navy background, teal/blue/purple platform palette, glowing cyan accents, and simple geometric low-poly style.