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Skyfall Frontier

  • 3d
  • third-person
  • battle-royale
  • shooter
  • survival
  • low-poly
  • arcade
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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. Nehal Hossain built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyfall Frontier yet. Play it, then tell Nehal Hossain what you would add next.

Make your own game

Skyfall Frontier was built by Nehal Hossain 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 Frontier 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 Skyfall Frontier

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 playable 3D third-person battle-royale-style prototype titled “Skyfall Frontier,” set on “Aurora Isle.” Use Three.js-style real-time 3D rendering with a bright blue-gray sky, atmospheric fog, soft shadows, and a clean stylized low-poly/asset-pack aesthetic. The camera follows the player from behind at roughly 8 units distance with a perspective field of view around 62 degrees; keep a small white four-way crosshair centered on screen.

Start on a full-screen dark translucent lobby/menu over the world. The menu is a rounded glassy navy panel with the large two-line logo “SKYFALL” in pale icy blue and “FRONTIER” in orange, followed by the text: “An original drop, loot, and survive prototype — built for solo, duo, and squad-style play against AI rivals.” Include a “CHOOSE DEPLOYMENT” section with three selectable buttons: SOLO, DUO, and SQUAD. SOLO is selected initially with an orange border and brown-orange fill; the others are dark blue. Include a large orange-to-coral gradient button labeled “ENTER THE FRONTIER.” Show the controls hint: PC uses WASD + mouse, Shift sprint, Space jump, R reload, left mouse fire, and Q switch weapon; mobile uses joystick and action buttons.

When the player enters, hide the menu and spawn a controllable soldier avatar at approximately (0, 1, 30). Use a blue-soldier humanoid character model with idle/run/walk animation when available. Movement is third-person, with normal movement speed around 8, jumping, gravity, and sprint support through the camera/control system. The player can aim with the camera and fire toward the center crosshair. Left mouse or the mobile FIRE button shoots; R or the mobile R button reloads; Q switches between two weapons. The actual weapon definitions are: “Aster AR-7,” damage 24, fire interval 0.12 seconds, magazine 30; and “Vesper SMG,” damage 15, fire interval 0.07 seconds, magazine 36. Begin with the Aster AR-7 equipped, 30 rounds loaded, and 120 reserve rounds. Shooting uses a ray from the camera forward up to 90 units and damages an AI rival if it intersects that rival’s model. Each rival has 100 hit points; eliminate one when its health reaches zero, hide its model, increase the elimination count, and briefly show “Rival eliminated.” If the magazine is empty, firing automatically triggers reload. Reload fills the magazine from reserve ammunition.

Populate the island with a simple low-poly environment: a large green rectangular ground/island, dark paved road strips crossing it, scattered blocky city buildings in muted gray-blue and brown, a circular blue lake around (-26, -28), low blocky hills, numerous stylized trees, rocks, and crates. Add a red rally rover around (18, 1, -10), with a dark cabin and four black wheels. Place 42 colorful upright loot objects around the island in five rarity colors (gray, green, blue, purple, and orange), corresponding visually to Ammo, Medkit, Armor, Scope, and Boost. They are environmental loot markers matching the prototype’s look; do not require a complex inventory system beyond what is visibly implemented.

Spawn AI rivals across the island as blue-soldier humanoid models. The selected mode controls the initial rival count: Solo spawns 24 rivals, Duo 22, and Squad 20. The HUD counts living rivals plus the player, so Solo initially displays 25 remaining. Rivals remain as visible opponents and use idle animation; their implemented behavior periodically checks distance to the player. If a rival is within 34 units, it has a 45% chance at each think cycle to damage the player for 3 vitality and 1 armor. They do not need sophisticated navigation or visible projectile attacks. The player begins with 100 vitality and 65 armor. Vitality decreases from nearby rival attacks and also drains at 3 per second while outside the safe-zone radius. End the match with “DEFEAT — RETURN TO LOBBY” when vitality reaches zero. End with “VICTORY — FRONTIER SECURED” when all rivals have been eliminated, then return to the menu after a short delay; change the button text to “DROP AGAIN.”

Implement a contracting safe zone. Start with a circular gold/orange ring centered on the island, radius 68, and a 30-second countdown. Display the ring flat on the ground and update its scale as the radius contracts. Every 30 seconds, if the radius is above 34, contract it by 11 units, lower the next target by 5 units but never below 12, reset the timer to 30, and show “Safe zone contracting.” Display the timer as a countdown such as 00:30 and a green progress bar. Outside the current ring, drain vitality as described above.

Use a fixed HUD layered over gameplay with rounded translucent navy panels and cyan-white typography, orange highlights, and compact uppercase labels. Top-left: “MODE / SECTOR” and the selected mode in uppercase followed by “· AURORA ISLE.” Top-right: “RIVALS REMAINING” with the living count in orange. Right side cards: “SAFE ZONE,” timer, green zone bar; “ARMOR,” blue armor bar; and “SQUAD LINK,” showing “You are solo” for Solo or “[mode] link active” for Duo/Squad. Bottom-left: “EQUIPPED,” current weapon name, large ammo text such as “30 / 120,” and “R reload.” Bottom-right: “VITALITY,” numeric health, a coral/red health bar, and “Eliminations 0.” Keep the centered crosshair and use a small rounded notification pill near the top center for temporary messages.

Support responsive mobile presentation: on coarse pointers show a translucent virtual joystick at bottom-left and circular buttons on the right for FIRE, JUMP, R, C, and BAG. The C and BAG controls can be visual controls matching the prototype even if no additional crouch or inventory behavior is implemented. Preserve the dark navy, icy blue, orange, coral, and green visual language, rounded panels, subtle borders, blur, and readable HUD over the colorful island.”

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