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Arcade › Skybound Steps
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Skybound Steps was built by Estevão Play 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 “Skybound Steps,” a minimalist first-person 3D platforming game titled “Island Run.” The player is an unseen first-person character moving through a bright, open sky course. Use a 75-degree perspective camera with mouse-look, centered small white circular crosshair, and a camera-following player. The scene is a clear cyan-blue sky with slight distance fog, soft directional sunlight, and shadows; use a clean, low-poly, toy-like style with simple geometric forms and saturated grass green, earthy brown, and slate gray. Build a route of seven floating islands extending forward into the distance. The broad starting island is near ground level and has a flat rectangular green grass cap over a dark brown tapered, truncated-pyramid rock underside, with a small faceted gray stone beneath. Intermediate islands are smaller, progressively higher, spaced apart across gaps, and alternate left and right in a gentle zigzag. The final island is broad and elevated. Add simple blocky trees and tall stylized grass clumps on the broad start and finish islands. Put a glowing gold hoop above/near each island after the start as a visible route marker; hoops rotate gently. At the end, place a larger luminous gold ring portal on the final island. The core challenge is to move and jump accurately between floating islands and reach the end portal. Use responsive platforming physics with movement speed around 7.2, jump speed around 9.3, and gravity around -22. Reaching a new island updates the checkpoint; falling far below the course respawns the player at the latest checkpoint and briefly displays “Back to the last island.” Show a brief “Checkpoint N reached!” message on landing progression. When the player reaches the final island and enters the finish ring area, mark the course complete and show “Course complete — nice run!” There are no enemies, combat, or collectible systems. Add a fixed translucent rounded HUD panel at top left with small uppercase brand “SKYBOUND STEPS,” title “Island Run,” and progress text “ISLAND 1 / 7,” incrementing through the seven islands and becoming “COURSE COMPLETE!” at the finish. At top right display a dark rounded hint card: “WASD / arrows to move · Space to jump” and “Click to look around · Touch joystick + jump.” On touch devices provide a touch joystick and jump control. Keep the crosshair centered, let click/mouse movement look around, and keep the HUD overlaid on the 3D view. The visual composition should emphasize the grassy foreground starting island, bright uncluttered sky, and the staggered floating platforms receding toward the glowing finish portal.