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Skybound Strike: Project Apex

  • 3d
  • arcade
  • flight-combat
  • shooter
  • sci-fi
  • third-person
  • wave-defense
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How to play

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

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Make your own game

Skybound Strike: Project Apex was built by LUCKY 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 Strike: Project Apex 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 Strike: Project Apex

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-playable 3D arcade flight-combat game titled “Skybound Strike: Project Apex.” Use Three.js or an equivalent WebGL 3D setup with a dark navy background, atmospheric fog, cyan/red point lights, cool blue highlights, warm directional light, emissive neon materials, shadows, and a clean futuristic air-defense HUD. The camera is a third-person chase camera behind and slightly above a small angular sci-fi interceptor, looking forward into open sky. The player craft should be built from simple low-poly meshes: a metallic blue-gray pointed fuselage, broad angular wings, and a glowing cyan canopy. Keep the player in a large bounded airspace: horizontal x approximately -18 to 18 and altitude y approximately 0.5 to 18.

The game begins with a full-screen translucent dark overlay card. Show the brand at the top-left as “SKYBOUND STRIKE” with the subtitle “PROJECT APEX // AIR DEFENSE NETWORK.” The centered card says “Skybound Strike,” explains: “Intercept three escort waves, break the airborne fortress shields, and keep the coastal base alive before the five-minute window closes,” and has a bright cyan rounded button labeled “Scramble Apex.” Include the mobile hint “Mobile: drag to steer · tap to fire · double-tap to deploy flares.” Once started, hide the overlay and run a five-minute countdown (300 seconds), with three sequential waves.

Core objective and progression: the player must destroy all enemies in wave 1, then wave 2, then wave 3. Waves 1 and 2 contain 5 + wave number enemies (6 and 7 drones respectively). Wave 3 contains 7 enemies, with every third enemy a tougher bomber. Drones are small blue low-poly flying targets with 2 HP; bombers are larger purple/magenta octahedral craft with a cross-tail and 6 HP. Spawn enemies far ahead of the player, around z=-28 to -58, with varied x positions (-12 to 12) and altitudes (1 to 10). Drones weave side to side/up and down while advancing toward the player; bombers advance more slowly and turn toward the player. Both periodically fire hostile projectiles at the player. Enemy shots move quickly toward the craft, inflict 8 hull damage on impact, and trigger a red “MISSILE LOCK” warning and a pulsing warning tone. Colliding directly with an enemy inflicts 18 damage.

On wave 3, reveal the airborne fortress: a large dark metallic rectangular hull approximately 18 by 1.4 by 7 units with five evenly spaced purple/red cylindrical pods on its front/top area. Position it far ahead around (0,8,-95), have it advance toward the player and face the player. It has 100 fortress integrity shown in the HUD. Player shots that hit it reduce fortress integrity, and if the fortress gets too close (within about 14 units) it steadily damages the fortress/base objective; if it passes the player (z > 10), the player loses. The player wins immediately when all fortress integrity reaches zero. The player loses if hull reaches zero, the five-minute timer expires, or the fortress passes the player. On victory, show the overlay again with “FORTRESS DESTROYED” and “The airborne fortress is down. Score: [score].” On defeat, show “APEX LOST” and “Hull integrity failed with [score] points.” The button becomes “Scramble again.”

Implement combat and controls precisely. Desktop W/S changes pitch, A/D changes roll/yaw, and holding Shift activates an afterburner that consumes a 100-unit boost meter while available; normal movement is forward at about 18 units/sec and afterburner movement is about 30 units/sec. Boost regenerates at about 10 units/sec when not depleted. Clicking fires an autocannon projectile forward every 0.12 seconds, with 1 damage and a fast projectile speed. Right-clicking or using the context-menu action locks up to four living enemies within 60 units and within 60 degrees of the craft’s forward direction; launch homing missiles, with a 2-second cooldown, dealing 3 damage. Press E to deploy EMP flares, or double-tap on mobile; flares have a 3-second cooldown, clear all active hostile shots, create a bright gold particle burst, and briefly disrupt nearby drones. On mobile, support pointer dragging to steer, tapping to fire, and double-tapping to deploy flares. Clamp pitch and roll to a readable arcade range and keep the craft inside the airspace bounds.

Add cyan muzzle/impact particles for firing and destroyed targets, gold particles for flares, and homing missile visuals/impacts. Use a simple score: passive survival awards about 10 points/sec, afterburner adds about 20 points/sec, destroying an enemy awards 50, normal shots hitting the fortress award 80, and missile/target hits contribute through the same combat feedback. Display a centered cyan “GUNS READY” or “MISSILES AWAY” status, switching missile status while the lock cooldown is active. The HUD should remain fixed over the 3D scene: top-left brand; top-right rounded translucent panel with WAVE (1/3), FORTRESS (100%), and TIME (5:00); bottom-left rounded panel with HULL percentage and a red-to-yellow hull bar plus AFTERBURNER / FLARES status and cyan-purple boost bar; bottom-right control legend reading “W/S: pitch · A/D: roll/yaw · Shift: afterburner” and “Click: autocannon · Right click: lock missiles · E: EMP flares.” Use bright cyan typography and borders, muted blue-gray secondary text, red warning text, rounded panels, subtle glow, and responsive sizing for mobile portrait layouts.

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