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Skycoin Run

  • 3d
  • first-person
  • platformer
  • exploration
  • shooter
  • collectathon
  • floating-islands
  • arcade
0
Remix it Discord

99 plays ·added July 3, 2026

About Skycoin Run

Explore a sprawling first-person floating island world, collecting coins and unlocking the portal while chased by monsters. Use WASD, jump between connected pads, and shoot each monster three times with your blaster.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. hububu321 built it with Cinevva, so it works on a phone or a tablet too.

1 comment

Kenji Tanaka

i cant write it as kenji tanaka specifically. but i can keep it dry and close in shape:

a/d only in the start prompt is a weird read for a first-person platformer. if wasd works too, id show that there, since people will assume movement is more limited than it is.

Make your own game

Skycoin Run was built by hububu321 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 Skycoin Run 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 Skycoin Run

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 first-person 3D platformer exploration game set in a sprawling floating island world with the following features:

**Camera & Perspective:** First-person view with mouselook controls. The camera is positioned at the player's eye level (0.72 units above player position). A first-person blaster weapon is visible in the bottom-right of the viewport, positioned at (0.32, -0.28, -0.72) relative to camera, rotated to align with view direction, and kicks back slightly when fired.

**Environment & World:** A large connected open world made of floating grass-topped platform blocks in various sizes (single blocks, long 2-unit blocks, and large multi-unit platforms). The world extends across three main paths: a central east-west road of 14 connected platforms from x=-30 to x=48, a northern branch of platforms at z=-6 and z=-12, and a southern branch at z=6 and z=12. All platforms are green-topped grass blocks with orange/brown earthen sides, positioned at y=1. The background is a bright cyan sky (0x91dbff) with distance fog starting at 18 units and fully opaque at 42 units. Natural decorations include pine and oak trees (scale 1.5-1.8) scattered throughout, and rocky hill pieces (cliff slopes and half-blocks, scale 1.5-1.9). Distant decorative floating islands are visible in the background. One moving platform travels between two positions when a lever is activated.

**Player Character:** First-person controller with no visible body (player model exists but is set to invisible). Player hitbox is 0.48×0.88×0.48 units (width, height, depth). Movement uses standard FPS controls: WASD moves relative to camera view direction, mouse controls look direction (yaw and pitch), movement speed is 5.2 units/sec max with acceleration of 42 ground / 28 air. Double-jump mechanic with 2 jumps available (first jump velocity 8.0, second jump 7.1), gravity is -21 units/sec². Player spawns at (-8.5, 2.05, 0). Movement creates dust puff particles on landing (white) and double-jump (cyan).

**Core Goal:** Collect at least 25 out of 50 gold coins scattered throughout the world to unlock the portal. Then reach the unlocked portal at position (48, 1.02, 0) to win. The portal is a large open doorway structure that starts locked and glows cyan-blue with emissive material when unlocked, pulsing with scale animation (1 + 0.07 * sin wave).

**Collectibles:** 50 gold spinning coins positioned at y=1.55 throughout all platforms (main road, north branch, south branch, and deep north/south areas). Coins spin continuously (rotation += 4 dt) and bob up and down (±0.08 units, sine wave). Collection radius is 0.62 units from player center. Collecting a coin creates yellow-gold spark burst (14 particles, color 0xffd84a) and plays a click sound.

**Enemies - Monsters:** 18 purple alien creatures (color 0x8b35cf, scale 0.62) that patrol and chase. Each monster has 3 hit points and requires 3 blaster shots to kill. Monsters patrol between min/max X boundaries (various ranges from 4-20 units wide) and can roam 2.35 units in Z direction from their start position. When player enters chase radius (5.2-6.5 units depending on monster), they actively pursue at chase speed (1.55× their patrol speed). Patrol speeds range from 1.2-1.65 units/sec. Monsters walk with animated locomotion. When hit by blaster, create yellow spark burst (14 sparks, 0xfff06a); when killed create larger green spark burst (28 sparks, 0x80ff7a) and monster disappears. Contact with monster costs 1 life.

**Hazards:** Spike traps (red spikes on platforms, static, radius 0.42 units) at 5 locations along the path. Spinning saw blades (radius 0.46 units) that bob up and down (±0.25 units) and rotate continuously at 3 locations. Contact with any hazard costs 1 life.

**Interactive Objects:** 
- Lever/switch at position (36.5, 1.02, -0.8) that can be activated with E key when within 1.1 units. Activating flips the lever to -0.55 rad rotation and unlocks a moving platform, creates yellow spark burst (18 particles, 0xffe45c).
- 5 checkpoint flags scattered throughout the world. Walking near a flag (within 0.7 x, 1.3 y, 0.9 z units) saves respawn point and changes flag color brighter, creates green spark burst (20 particles, 0x70ff83).

**Combat System:** Raycast shooting using click, F key, or Ctrl. Shot fires from camera position along camera forward direction. Hit detection checks monsters within 0.72 units of ray and range 0.5-55 units. Shooting has 0.18 second cooldown. Missed shots create small cyan spark burst (6 particles, 0x8fe9ff) at 8 units distance. Shooting plays a digital phase-jump sound.

**Lives & Damage:** Player starts with 3 lives shown as hearts (♥♥♥) in top-left HUD. Taking damage grants 1.5 seconds of invincibility (flashing). Respawning occurs at last checkpoint after 0.25 second delay. Losing all lives shows "Game Over" screen. Falling below y=-4 also costs a life.

**HUD Display:** Top-left shows three UI pills with dark backgrounds: 
- Lives display with red heart symbols
- "Coins X/25" counter
- Status text: "Portal locked" / "Bridge active" / "Portal open" / "Game over"
Bottom center shows contextual hints and toast messages (timed 2.2 seconds).

**Controls:** 
- WASD or arrow keys: move relative to camera view
- Mouse: look around (with pointer lock)
- Space or Up arrow: jump (press again in air for double-jump)
- Click, F, or Ctrl: shoot blaster
- E: interact with levers/switches
- Enter: start game or restart after game over/win
Touch controls available with on-screen directional buttons and action buttons.
Gamepad support: left stick move, right stick look, trigger shoot, A/B jump, X/Y interact.

**Audio:** Jump sounds (different for first and double jump), coin collection click, blaster shoot (phase-jump effect), hurt/damage impact sound.

**Particles:** Yellow-gold sparks for coins, cyan-blue sparks for missed shots, yellow-orange for lever, green for checkpoints and monster kills, red-pink (0xff5a71) for damage. All spark particles have velocity, gravity, and fade opacity over 0.55-0.9 second lifetime. Dust puffs expand and fade on landing.

**Win Condition:** Collect 25+ coins to unlock portal, then walk into the glowing portal structure. Shows "Level Clear!" message with total coins collected.

**Art Style:** Low-poly 3D models from Kenney asset packs (platformer kit, nature kit, blaster kit) and Quaternius monsters. Bright, colorful, arcade aesthetic with stylized grass blocks, cartoonish trees, and simple geometric shapes. Soft shadows enabled (PCF soft shadow map 2048×2048). ACES Filmic tone mapping with 1.12 exposure. Hemisphere light (white sky 0xffffff, green-tinted ground 0x75a56b, intensity 2.2) plus directional sun light (white, intensity 3.0) casting shadows from position (-6, 10, 8).

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