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Arcade › Skycut Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Pushpraj Singh built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skycut Run yet. Play it, then tell Pushpraj Singh what you would add next.
Skycut Run was built by Pushpraj Singh 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 Skycut 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.
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-based 3D endless gliding game titled “Skycut Run.” Use a third-person chase camera behind and slightly above a small stylized glider flying forward through a long canyon. The scene should use Three.js-style real-time 3D rendering with a 68-degree perspective camera, soft shadows, fog, and a muted cinematic palette. Set the sky/background and fog to pale dusty blue; illuminate with a bright cool hemisphere light plus a warm directional sun. The canyon floor is a broad dark brown plane far below, with reddish-brown rock formations and repeated rectangular stone arches extending into the distance along the flight path. Build 15 arches at regular intervals (about 18 world units apart), with each arch made from two thick rock pillars and a darker heavy top slab; add a lighter orange-red semicircular inner rim around the opening. Place additional irregular low-poly rocks along both canyon sides, with varied scale, rotation, and reddish/dark-brown materials. Fog should fade the far arches and rocks into the blue atmosphere. The player is a simple low-poly glider centered near the camera: an off-white capsule-like fuselage oriented along the forward axis, a wide flat burnt-orange/red rectangular main wing, a smaller matching tailplane, and a dark blue vertical tail fin. It should cast shadows. Start the glider at approximately (x=0, y=7, z=8), with forward travel toward decreasing Z. Keep the camera smoothly following the glider, positioned roughly at its x position multiplied by 0.38, two units above it, and about 10.5 units behind it, looking toward the glider and the route ahead. The core mechanic is continuous forward flight and steering through the canyon. The glider automatically moves forward at 20 units per second; holding boost raises speed to 27, while holding brake lowers it to 13. Move horizontally with A/D or Left/Right arrows and vertically with W/S or Up/Down arrows. Steering moves at 9 units/second horizontally and 7 units/second vertically, with the glider constrained to x from -7.4 to 7.4 and y from 1 to 14. Tilt the glider smoothly into turns: banking around Z toward the steering direction by up to about 0.42 radians and pitching around X from vertical input by about 0.16 radians. The flight is intentionally forgiving around the arches: there is no individual arch-opening collision check; crashing occurs when the glider leaves the lateral or vertical flight bounds (absolute x greater than 7.25, y below 0.9, or y above 14.2). On crash, stop movement and show the status text “BANK LEFT / RIGHT TO RESET” (matching the existing behavior, even though the implementation does not actually reset from those inputs). When the glider reaches the far end around z=-260, restart it at the initial position, clear the crash state, reset distance to zero, and show “GLIDE.” Track and display the continuously increasing forward distance in meters, using the integer floor of traveled distance, starting at “0 m.” The HUD is a fixed dark translucent overlay: at top-left, a rounded rectangular panel with a thin pale-blue border and subtle shadow/blur contains the uppercase spaced title “SKYCUT RUN,” a large bold distance value such as “0 m,” and the hint “WASD / arrows to bank through the arches.” At top-right, show a small rounded pill reading “GLIDE” during normal flight. At the bottom, provide touch controls: a four-button directional pad on the left with up, left, down, and right arrow buttons, and two vertically stacked buttons on the right—star/sparkle for boost and filled dot for brake. Buttons are dark blue translucent rounded squares with pale-blue borders and light icons; on desktop they can be somewhat faded until hovered, while remaining usable on touch devices. Prevent page scrolling and make the canvas fill the viewport. Use a dark navy HTML body/UI backdrop, responsive sizing, and support pointer press/release as held controls as well as keyboard input. Keep the minimalist atmospheric low-poly canyon art style and clean HUD exactly central to the experience.