Arcade › Skybound Steps
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jimmy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skybound Steps yet. Play it, then tell Jimmy what you would add next.
Skybound Steps was built by Jimmy 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 Steps 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 first-person 3D platforming game titled "Skybound Steps". Use Three.js or an equivalent real-time 3D engine with a perspective FPS camera and a centered small white circular crosshair. The player is an invisible first-person runner/camera target starting above the first floating island at approximately (0, 2.65, 2.2), with no visible body or weapon. Provide keyboard movement with WASD and arrow keys, Space to jump, Shift to run, and mouse/touch dragging to look around. The movement should feel like an FPS controller with gravity and jumping. Build a linear ascending route of seven separate floating grassy platforms suspended in a bright blue sky, arranged as a zig-zagging path away from the start: platform centers and approximate top heights/footprints are (0,2,0) size 7x7, (5,4,-7) size 4x4, (0,6,-14) size 4x4, (-6,8,-20) size 4x4, (-1,10,-27) size 5x4, (7,12,-34) size 4x4, and (13,14,-42) size 5x5. Each island has a thin green grass top and a chunky dark gray-blue tapered rock underside, making the platforms visibly float in the air. Add a subtle pale-blue circular ring on top of every platform as a checkpoint marker. Scatter simple tufts of grass on the islands and several distant floating rocks beneath and around the route. Add a few stylized translucent white low-poly cloud clusters in the background. Place the goal on the final platform: a glowing gold/yellow vertical cylindrical beacon with a bright spherical orb above it. The player must reach the platforms in sequence; update progress when the player is standing over each platform, with the HUD initially showing "Reach the gold beacon · 0 / 7" and advancing through 7 / 7. Reaching the final platform/beacon completes the game and stops normal play, showing a centered victory overlay with a dark translucent blue backdrop and a white rounded card reading "Island route complete", "You crossed the floating chain.", and a blue "Run it again" button that reloads/restarts the route. Use a clean low-poly/cartoon nature aesthetic: bright sky-blue background with matching distance fog, soft shadows, green grass, blue-gray rock islands, pale clouds, and warm sunlight. Set up hemisphere lighting plus a strong warm directional sun and cooler blue fill light; enable soft shadows, antialiasing, ACES-like tone mapping, and a 75-degree perspective view. The camera should see the floating route in open sky rather than a ground plane. Overlay UI should remain fixed over the 3D view: at top left, bold uppercase white "SKYBOUND STEPS" with slight dark blue shadow, and below it the progress text; at the exact screen center, the small outlined crosshair; at bottom center, a pill-shaped translucent dark blue hint reading "WASD / arrows to move · Space to jump · drag to look · Shift to run". Keep the interface minimal and do not add health, weapons, enemies, collectibles, timers, or other mechanics not described here.