Arcade › Skyfall Frontier
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kumar s j n built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyfall Frontier yet. Play it, then tell Kumar s j n what you would add next.
Skyfall Frontier was built by Kumar s j n 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.
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 mobile-friendly 3D third-person battle-royale survival game titled “Skyfall Frontier.” The game opens on a dark translucent rounded-panel main menu over a blue-gray atmospheric 3D background. Use a bold white-to-cyan gradient logo reading “SKYFALL FRONTIER,” subtitle “A 25-player survival drop across the Shattercoast,” and a two-column button grid: PLAY, HANGAR, SHOP, PROFILE, SETTINGS, and INVENTORY. Show Division and Coins along the bottom of the menu. Use a clean sci-fi HUD style with navy/black glass panels, thin translucent borders, cyan highlights, gold accents, and bold uppercase typography. When PLAY begins, create a third-person 3D match on a large square island environment. The player is a small blocky humanoid character, with a cyan outfit and light head in the fallback appearance, viewed by a trailing perspective camera at about 8 units distance. The scene has a blue sky-colored background with fog, directional sunlight and soft shadows. Build a green ground island crossed by a gray road in a plus-shaped layout, with simple boxy buildings, contrasting roofs, a tall rectangular tower, a warehouse-like block, a dock/coast strip, and many stylized low-poly trees with brown trunks and faceted green crowns. Keep the world sparse and readable, with simple geometric low-poly assets. Every match has 25 total players: the human player and 24 AI rivals. Start in a “drop” phase with the player at the initial area and a visible gold “LAND HERE” button near the lower center. Show the hint “Drag to look • choose a landing point • tap LAND.” Tapping LAND changes to live play and the hint becomes “Move • loot • survive the zone.” AI rivals are represented by simple red/pink capsule-bodied humanoids with lighter heads. They have varied behavior profiles (explorer, cautious, aggressive, looter, defensive, and zone-focused), wander around the island, and aggressive rivals can shoot or damage the player when close enough and when they have line of sight. The core loop is to move around the island, collect floating equipment pickups, fight rivals, and remain inside the shifting safe zone until all rivals are eliminated or the player is eliminated. Spawn approximately 42 randomized glowing low-poly loot objects around the island. Loot can be ranged weapons, swords, or armor; pickups float slightly and visibly disappear when collected. The player has a ranged weapon with ammo, cooldown, reload time, damage, range and recoil, plus a sword melee attack and armor that absorbs part of incoming damage. Ranged fire launches a small glowing projectile along the camera-facing horizontal direction; projectiles can hit enemies if they have line of sight and create small glowing particle bursts. Melee attacks affect nearby enemies within the equipped sword’s range and show a slash toast. Add simple hit particles. Use a circular cyan safe-zone ring on the ground. The initial zone is centered on the island with a large radius. After 25 seconds of live play, announce “Zone shifting — move to safety,” then smoothly move and shrink the zone toward a random point, reducing the radius by about 14 units but never below 18. Players outside the zone after the initial grace period take periodic damage. The zone HUD should show either DROP, a countdown in seconds, “ZONE CLOSING,” or the current safe-zone radius. End in victory if all rivals are eliminated; otherwise end on player death, including damage from rivals, melee contact, or being outside the zone. Also handle falling out of the terrain as an elimination. During battle, display a top HUD with SURVIVORS (starting at 25), ELIMS, zone status/timer, equipped gear name and ammo count, HP with a green/red bar, and ARMOR. Put a white crosshair at screen center. Along the bottom provide a virtual joystick area on the left, MAP and BAG buttons, and on the right buttons labeled CROUCH, JUMP, MELEE, a large red FIRE button, and PICK. Support third-person movement and jumping, mouse/touch dragging to look, and the displayed mobile controls. MAP can display a toast with the current zone center; CROUCH can provide the displayed crouch-stance feedback; PICK collects nearby loot; FIRE, MELEE, JUMP, and LAND perform their corresponding actions. Show short dark toast notifications with cyan borders for events such as entering the match, landing, collecting gear, reloading, zone movement, hits, and eliminations. Include persistent progression using local storage. Track coins, XP, division, matches, wins, eliminations, best placement, owned gear and equipped ranged weapon, sword and armor. Start with 0 coins, Division 1/Rookie I, and the default ranged, sword, and armor items owned and equipped. Winning grants 120 coins and 180 XP; a non-winning match grants 25 coins plus 10 per elimination and XP based on placement, with division advancing every 100 XP. Each eliminated rival awards 10 coins during the match. Show a results glass panel titled VICTORY or MATCH COMPLETE with placement, reason, XP earned, eliminations, and coins earned, plus PLAY AGAIN and RETURN TO HANGAR buttons. Implement the non-match screens visible from the main menu. HANGAR shows the deployment loadout (equipped ranged weapon, sword and armor), a PLAY BATTLE button and equipped equipment. SHOP is an “Arsenal Shop” divided into Ranged Arsenal, Sword Archive and Protection Lab, showing gear names, rarity, stats, prices and EQUIP/COINS buttons; support purchasing with coins. INVENTORY/Equipment lists owned items and supports EQUIP and DROP, while preserving the three default items. PROFILE shows matches played, victories, eliminations, best placement, division/XP and coins. SETTINGS shows graphics quality, control sensitivity, vibration and restart-match controls. Generate a substantial catalog of original equipment with readable sci-fi names, rarity colors Common gray, Uncommon green, Rare blue, Epic purple and Legendary gold. Ranged gear should expose damage, magazine size and fire rate; swords damage and attack range; armor protection and durability. Maintain the visual language throughout: dark navy glass UI, cyan/blue primary buttons, gold for loot and purchase emphasis, red for danger/fire, and a foggy blue-green low-poly frontier island.