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Skybound Wings

  • 3d
  • flying
  • arcade
  • endless-runner
  • collectathon
  • single-player
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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. Mathys Mulard built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skybound Wings yet. Play it, then tell Mathys Mulard what you would add next.

Make your own game

Skybound Wings was built by Mathys Mulard 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 Wings 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 Wings

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 third-person flying game titled “Skybound Wings.” Use a dark navy fullscreen presentation with a Three.js-style perspective camera, soft exponential fog, shadows, ACES-like tone mapping, and bright atmospheric lighting. The camera follows a small stylized bird from behind and slightly above, looking forward along a long world axis; the bird flies continuously forward through a 2,100-unit course. Keep the world visually readable as a glowing, colorful vertical sky journey against a deep blue background.

Start with a centered glassmorphism menu panel, about 520px wide on desktop and nearly full width on mobile, with rounded corners, a thin pale-blue border, dark translucent blue gradient, blur, and shadow. Display the large title “Skybound Wings,” followed by: “Flap through a living vertical world. Ride the wind, thread the rings, and reach the final sky.” Provide four stacked buttons: “Solo Adventure” and “Solo Competitive · AI Ghosts” in bright cyan-to-blue gradients, plus darker secondary buttons “Cooperative Flight · 2–4” and “Competitive Race · 2–8.” Clicking a mode hides the menu and starts the flight. The mode label should show Adventure, AI Race, Co-op Flight, or Competitive.

Build the player as a simple custom low-poly/stylized bird rather than a human: a warm golden-orange rounded body, a lighter tan head, two small dark eyes, a coral-orange pointed beak, and two broad cyan angular wings. The bird begins around x=0, y=15, at the start of the course. Animate the wings visibly while flying. The bird has horizontal steering and vertical steering: A/D or Left/Right changes x velocity, and W/S or Up/Down changes y velocity. Clamp horizontal position between -20 and 20 and vertical position between 3 and 110. Forward velocity naturally approaches roughly 22 units per second, so the bird keeps advancing even without input. Space, a click/tap on the canvas, or a large mobile “FLAP” button at the lower right gives a flap impulse: increase upward flap power, costs 5 stamina, has about a 0.13-second cooldown, and adds 3 score. The flap button should be circular, pale white/cyan gradient, dark blue text, and a soft blue glow. On touch devices keep the button visible and place the instruction panel higher so it does not overlap.

Create a long linear vertical-world course extending to approximately z=2,100. Add a dark blue ground plane far below, scattered atmospheric particles, and translucent pale cloud spheres higher in the scene. Populate the route with repeating stylized trees along both sides, then progressively add rocks and glowing crystals as the altitude/course increases. Use loaded low-poly tree, rock, and large crystal props if available, but preserve the intended silhouettes and placement if external assets fail. Divide the journey into zones based on forward distance and show the current zone in the HUD: Forest Canopy before z=360, Giant Cliffs from 360, High Mountains from 760, Cloud Sea from 1120, Storm Front from 1450, Floating Ruins from 1740, and Final Sky from 1980.

Place glowing cyan checkpoint rings at regular intervals from z=120 through z=2,040, with positions that meander horizontally and vertically. The rings are luminous toruses, approximately radius 3.5, and rotate. Passing through a ring when the bird is within its radius awards 100 points, restores 18 stamina, and changes the ring to white so it cannot be scored again. Place small rotating glowing cyan octahedral crystal collectibles shortly after each ring. Collecting one within close range awards 250 points, increments the crystal count, and hides it. Add rotating pink/red storm gates in the middle portion of the route, especially between about z=575 and z=1,755: each gate has two tall cylindrical posts separated horizontally, with a collision width around 5 and vertical reach around 7. Hitting a gate reduces score by 120 (never below zero), slows forward speed, drains 18 stamina, and bumps the bird upward. Add occasional pale blue glowing wind-current torus markers; entering one boosts vertical velocity and forward velocity and grants a small score-over-time bonus.

In non-adventure modes, show translucent smaller bird “ghost” competitors that move forward independently. For the AI Race mode use three ghosts; for the other non-adventure modes use two. Give them simple oscillating x/y motion and slightly different constant speeds. Do not imply real networking or actual multiplayer if not implemented; these are local visual competitors.

Once flight starts, show a fixed upper-left dark translucent rounded HUD panel. It must display the current zone and mode, then “Altitude [value]m · Speed [value],” “Score [value] · Crystals [count],” and a stamina bar. The stamina bar has a dark blue track and a gradient fill from green through yellow to pink; stamina drains on flaps and hazards, and regenerates over time (faster during ordinary flight). At the bottom center show a dark translucent instruction panel with: “SPACE / CLICK to flap · WASD or arrows to steer · collect rings and ride wind currents.”

The camera should smoothly follow behind the bird, targeting a point above/forward of it, while the player subtly banks around the z axis based on horizontal velocity and pitches based on vertical velocity. Fog should generally be deep navy, becoming a more muted blue-purple in the Storm Front. Keep lighting bright enough for cyan rings, crystals, bird wings, and pink gates to glow against the dark sky.

When the bird passes z=2,050, stop gameplay and display a full-screen centered completion overlay with a radial pale-blue glow fading to near-black. Show small uppercase text “Skybound Wings · Flight Complete,” the large heading “Above the Final Sky,” and the message: “You broke through the storm and found the quiet place beyond the clouds. Every flap, every risk, every shared current carried you here.” Include small credits text “A journey by open skies · Original world · Credits” and a “Fly Again” button that reloads/resets the experience to the menu. The game should be playable with keyboard, mouse, and touch controls, with no combat or weapons; the goal is to steer, flap, collect rings/crystals, use wind currents, avoid storm gates, and reach the final sky.

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