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Arcade › Skyfall Arena
Click the game above and it runs right here in your browser. No download, no installer, no account needed. iker222220 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyfall Arena yet. Play it, then tell iker222220 what you would add next.
Skyfall Arena was built by iker222220 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 Skyfall Arena 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.
Rebuild a browser-based 3D third-person target-shooting game titled “Skyfall Arena.” Use a colorful low-poly/cube-world aesthetic with a bright cyan-blue sky background, soft fog, simple directional sunlight, soft shadows, and a large flat green grass arena. The camera is a perspective third-person camera following the player from behind and slightly above (initially positioned around (0, 7, 11), with roughly 60-degree field of view and a follow distance of about 7). Place the player near the back of the arena at approximately (0, 1.15, 18), represented by a small stylized blocky male character with visible hair/hat-colored head, tan face, red shirt, dark pants, and simple low-poly proportions. The playable arena should be a very large square grass plane, with a large circular lighter-green safe-zone floor centered in the scene and a bright pink/magenta outer ring around radius 38. Add a thinner glowing cyan inner safe ring around radius 27.5; make the inner ring subtly pulse and the outer ring slowly rotate. The arena itself has no walls. Scatter low-poly environmental props around the perimeter and sides: several blocky trees with dark trunks and cube-like green canopies, small green bushes, and wooden X-braced crate cover. Match the visible placements in spirit: crates in small rows to the left and right/mid-distance, trees around the horizon, bushes near cover, and plenty of open grass in the center. Use fog so distant objects fade into the blue horizon. Add exactly eight stationary enemies/targets distributed around the arena at these approximate ground coordinates: (-18,-2), (-6,-9), (7,-4), (18,-6), (-20,12), (-8,25), (12,20), and (24,25). Each target is a simple bright red/orange rounded capsule-like vertical body, about 1.3 units tall with a yellow horizontal torus/bullseye band near its upper-middle/front. Targets cast shadows and should be easy to see against the grass. The player aims with a fixed white crosshair at the center of the screen. On click/tap, raycast from the camera through the screen center; if the ray hits a target, count it once and make that target disappear (or shrink rapidly to near-zero). Enforce a short shot cooldown of about 220 milliseconds. There are no projectiles, weapons, enemy attacks, health, lives, or target movement. Implement movement with WASD and arrow keys, third-person locomotion, collision with the ground, sprint while holding Shift, and jumping with Space. Use approximate movement speed 8, sprint support, jump speed 10, gravity -24, and a slope limit around 42 degrees. Also support click/tap shooting; Enter may additionally shoot. Keep the player grounded on the large arena collider and allow jumping. Create a minimal HUD over the game. At the top-left, show a dark translucent rounded panel with the yellow uppercase title “SKYFALL ARENA” and the subtitle “Third-person target run.” At the top-right, show a matching dark translucent panel with a large counter initially reading “0 / 8” and a status label initially reading “SAFE ZONE.” Update the counter as targets are hit. Determine the status from the player’s distance from the arena center: show green “SAFE ZONE” while within radius 27.5, and pink/red “OUTSIDE SAFE ZONE” when outside it. The HUD status is informational only; do not add storm damage or additional mechanics. Place a small white glowing plus crosshair at screen center. Along the bottom center, show a dark rounded hint pill reading “WASD / arrows move · Shift sprint · Space jump · Click / tap shoot.” Make the HUD responsive for mobile, with smaller panels/text and the hint constrained to the screen width. Ensure the final presentation matches the screenshot: open grassy field, blue sky, blocky trees/crates, red capsule targets, centered crosshair, and dark glass-like HUD panels.