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SkyCrash Run

  • 3d
  • endless-runner
  • arcade
  • low-poly
  • platformer
0
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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. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about SkyCrash Run yet. Play it, then tell Isaac Fortune what you would add next.

Make your own game

SkyCrash Run was built by Isaac Fortune 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 SkyCrash 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 SkyCrash 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 browser-playable 3D endless runner titled “SkyCrash Run” using a simple stylized low-poly/primitives visual style, with a dark navy environment, fog, and a third-person perspective behind and slightly above a blocky Minecraft-inspired character. Use a full-screen WebGL canvas and an HTML overlay UI.

Game flow must have four states: Lobby, Cutscene, Game, and Game Over. On initial load show a centered translucent dark panel with rounded corners and the title “SkyCrash Run”, the text “Start in the lobby → quick cutscene → then the run begins.”, and controls: “Move: A/D or ←/→”, “Jump: Space”, “Restart: R”, and “Lobby: Esc”. Include a blue Start button. Behind the panel, show a low-poly airplane and blocky passenger floating against the dark background.

When Start is clicked, hide the lobby, show a small top-left HUD with “Score: 0” and “Best: [stored best score]”, and run an approximately 8-second airplane crash cutscene before gameplay begins. The cutscene camera is close to/inside the airplane and looks toward the passenger. Build the airplane from primitives: a light gray cylindrical fuselage oriented horizontally, rounded nose, tapered tail, broad wings, a red tail fin, a thin red fuselage stripe, a dark window strip, and a dark interior seat. Put a blocky character inside it: square skin-colored head with brown hair cap, blue rectangular shirt/body and arms, dark blue pants, and black block shoes. During the first two seconds the plane gently flies and the passenger bobs; from seconds 2–5 add strong turbulence with rapid shaking/rotation and slight darkening fog; from seconds 5–7.2 tilt the plane into a downward dive and lower it; then jolt the camera and flash the screen white on impact, fading back into the run. The HUD hint can say “Cutscene...” during this sequence.

The actual game is an endless three-lane crash-site runway. Use a long dark blue-gray ground plane extending into the distance, with repeated lighter runway stripes down the center, atmospheric fog, hemisphere and directional lighting, and a camera following the player while looking toward the track ahead. The player is the same blocky character, standing near the front of the camera at the center lane. The three lane x positions are approximately -2, 0, and 2. Move the player smoothly between lanes with A/D or Left/Right; clamp horizontal movement to about -2.2 through 2.2. Press Space (also accept W or Up) to jump. Apply gravity, allow jumping only while grounded, and animate the arms and legs in an alternating running cycle while on the ground.

Make the world move toward the player to create forward motion. Start at speed 10 and gradually increase it up to a maximum of 22. Spawn/recycle rows of hazards ahead at regular depth intervals. Each row randomly contains one or two obstacles in the three lanes: brown wooden-looking cubic crates or gray faceted rocks. Give crates roughly 0.9-unit dimensions and rocks a roughly 0.6-unit collision radius. The player loses immediately when an obstacle is close in depth and overlaps the player horizontally/vertically; show the Game Over panel and stop active gameplay. The game should be endless by recycling obstacles and collectibles farther down the runway.

Spawn gold collectible coins frequently, generally one per row, in a lane and usually around chest/head height, with occasional higher placement. Make coins thin cylinders oriented to face the camera, metallic gold/yellow and visibly rotating. Collect a coin when the player is close in depth and within a small horizontal/vertical radius; play a coin sound and move it away for recycling. Score increases continuously from distance traveled (approximately distance*2) and adds 50 points per collected coin. Display the current score in the top-left HUD and maintain a best score in localStorage, updating it when a run ends with a higher score.

On collision, play a hit sound, hide the HUD, and show a centered translucent panel reading “Game Over” with “Press R to retry, or Esc for lobby.” plus Retry and Lobby buttons. R restarts the run, and Esc returns to the lobby; the same Lobby behavior should be available from gameplay. Restart the player, speed, distance, score, camera, and spawned world for a fresh run. Use simple Tone.js synth audio: start beeps, a coin beep, a hit beep, a crash/noise impact, occasional turbulence/wind beeps, and a jump beep, unlocked from click or keyboard interaction.

Use a responsive full-screen layout with system sans-serif text, dark navy page background, light text, blue rounded buttons, translucent blurred panels, subtle borders/shadows, and a white full-screen fade element for the crash flash. Do not add weapons, enemies, power-ups, multiple levels, or features beyond the lobby, airplane cutscene, endless runner, crates/rocks, coins, scoring, jumping, and game-over/retry flow described here.

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