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Arcade › Skyfall Island
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ashwin Raj Dahal built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyfall Island yet. Play it, then tell Ashwin Raj Dahal what you would add next.
Skyfall Island was built by Ashwin Raj Dahal 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 Island 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 third-person action survival game titled “Skyfall Island,” using a colorful low-poly/isometric-adventure visual style and a bright sky-blue atmosphere. Use a perspective camera following the player from behind at about 9 units distance, with mouse aim/orientation and a centered white crosshair. The world is a large circular floating/island-like arena surrounded by a flat blue ocean: a green cylindrical landmass with a sandy yellow rim, beneath a clear cyan sky with matching distance fog. Add soft shadows, bright hemisphere and directional sunlight, and a warm accent light. The player is a small stylized astronaut-like character: a blue capsule-shaped body with a gold/yellow flattened visor, initially positioned high above the island and descending in a glider-drop phase. During descent, lower the player toward the ground automatically; Space cancels the glide, and on landing show the banner “LANDING ZONE HOT.” At game start briefly show “GLIDER DROP.” The player can move with WASD, aim with the mouse, sprint with Shift, jump with Space, fire with mouse click or the on-screen FIRE button, build cover with Q or the BUILD button, and collect nearby loot with E or automatic proximity pickup. Use third-person movement with gravity, jumping, and collision against the island deck/ground and central plaza. Build the island with a broad circular green ground platform, a thin sandy border, and a central pale gray circular plaza. Scatter approximately 22 simple low-poly trees around the island perimeter and inner area, each made from a brown tapered trunk and a green cone canopy. Scatter approximately 18 gray faceted rocks. Place four colorful simple block buildings around the central plaza, with blue, orange, mint-green, and purple walls and red-orange pyramid/cone roofs. The player begins near the outer edge, while the central plaza and buildings are visible when camera orientation permits. Populate the arena with 20 wandering AI opponents, each represented by a colored capsule humanoid body and a peach-colored spherical head. Spawn them across the island, have them wander in changing random directions, and keep their movement simple. Each opponent has 100 health and 25 shield. If an opponent comes within roughly 13 units of the player, it can occasionally damage the player for 4 health. Opponents can be eliminated by shooting them or by storm damage; hide eliminated opponents and decrement the alive count. The player’s hitscan-style weapon fires in the direction the camera faces, has a roughly 42-unit range, only hits opponents close to the aim line, fires no faster than about once every 230 milliseconds, and deals 34 shield/health damage per shot (damage shield first, then health). Start with infinite ammo as displayed in the HUD. Place six glowing low-poly loot items at fixed locations around the island. Some are blue gun-shaped rectangular pickups and some are cyan faceted shield pickups. Walking within about 3 units collects them: shield pickups add 35 shield up to 100, while gun pickups add 12 ammo, although the HUD continues to display “AMMO ∞.” Build cover as a bright orange rectangular wall about 4.5 wide and 3.2 high, placed a few units in front of the player and aligned to the facing direction, snapped to a simple grid. Each wall lasts 18 seconds before disappearing. There is no need for complex building inventory or multiple structures. Implement a shrinking storm boundary. Start with storm radius 58 and gradually reduce it over time to a minimum radius of 22; update it every few seconds. Opponents outside the current radius take periodic damage, and the player outside it loses health periodically. Show the storm status in the upper-right HUD as “STORM EYE 100%” initially, with a cyan horizontal progress bar that shrinks as the radius shrinks. The player starts with 100 HP and 50 shield. If health reaches zero, reset health and redeploy the player near the starting outer position while showing a brief “REDEPLOYED” banner. Create a clean HUD matching the visible design: top-left dark translucent rounded panel with white bold text “SKYFALL ISLAND,” “ALIVE 21,” and “AMMO ∞”; top-right matching panel with “STORM EYE 100%,” a cyan storm bar, and “HP 100 · SHIELD 50.” Place a small white crosshair in the screen center. At the bottom center show a dark translucent rounded instruction panel reading “WASD move · mouse aim · click fire · Q build cover · Shift sprint · Space jump.” At bottom-right provide two large rounded touch-friendly buttons: green “BUILD” and red “FIRE.” Use white text with a subtle dark shadow, translucent navy panels, bright friendly colors, and a responsive mobile layout. Make the game playable directly in the browser with no title screen required, and update the HUD continuously as eliminations, storm shrinkage, health, and shield change.