Arcade › Skybound Sprint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. fernandotrae2 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 fernandotrae2 what you would add next.
Skybound Sprint was built by fernandotrae2 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 browser-based 3D third-person platforming time trial titled “Skybound Sprint.” Render a full-screen WebGL scene with a dark navy background (#101a36), matching fog, soft shadows, and a stylized low-poly toy-like aesthetic using Kenney-style platformer assets: a small humanoid hero, modular square platforms, and spinning gold coins. Use a perspective camera (about 58° FOV) that follows the hero from behind at roughly 6.5 units away; allow mouse dragging to look around. Light the course with cool hemisphere/fill lighting plus a warm directional sun and subtle blue rim light. The player starts on a large square floating start platform at world position (0, 0, 6), with the hero around y=1.25. Build one ascending sky course made from these fixed platforms: a start platform scale 3 at (0,0,6), a step at (0,1.2,1) scale 1.5, a left platform at (-3,2.6,-3) scale 1.25, a high platform at (1,4,-7) scale 1.25, a right platform at (5,5.5,-10) scale 1.2, and a finish platform at (2,7,-14) scale 1.2. Add two moving platforms: one centered near (-2,3.8,-1), moving horizontally along the X axis with amplitude 3.3 and speed 1.2, and one near (3.8,6.4,-12), moving along Z with amplitude 2.3 and speed 1.5. Carry the player along when standing on a moving platform. Place five collectible gold coins hovering over the route at (0,2,1), (-3,3.4,-3), (1,4.8,-7), (5,6.3,-10), and (2,7.8,-14). Make coins rotate continuously and bob slightly up and down. Collect a coin when the player comes within about 0.75 units; hide it and increase the coin count. At the destination, place a glowing golden beacon: a short gold/orange emissive cylinder at (2,8.45,-14), with a glowing torus ring around its base near y=7.45. The goal is to reach the beacon before the 60-second countdown expires, not necessarily to collect all coins. Use platformer controls: WASD or arrow keys move, Space jumps, Shift sprints, and mouse drag rotates the view. Include touch/mobile controls through the third-person control system, with the HUD hint “Left stick: move · on-screen jump” on narrow screens. Use gravity around -24 and jump speed around 9.5. If the player falls below y=-4 or leaves x ±18 or z ±25, reset them to the start and deduct 3 seconds, displaying “Missed! Back to the start — 3 seconds lost.” Add a fixed HUD overlay above the canvas. In the upper-left, show a translucent dark rounded panel with the large yellow timer initially reading “01:00.0,” and below it the objective “Reach the golden beacon.” Once coins are collected, change the objective line to “Coins N/5 · Reach the golden beacon.” In the upper-right, show a matching panel with “WASD / arrows move · Space jumps” and “Shift sprint · Mouse drag looks around.” Use white/light-blue text, yellow timer, subtle borders, blur, and shadowing. On game completion, stop the run and show a centered translucent panel saying “Course Clear!” with text such as “You reached the beacon with X seconds left.” and a “Run Again” button. If the timer reaches zero first, show “Time Up” and “The sky route ran out of time. Try again.” with the same restart button. Restart resets the hero, timer to 60 seconds, score to zero, and makes all coins visible again. Keep the scene empty of enemies, weapons, health bars, or other invented mechanics.”,