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Arcade › Skyfall Lobby
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyfall Lobby yet. Play it, then tell Isaac Fortune what you would add next.
Skyfall Lobby was built by Isaac Fortune 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 Lobby 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.
Recreate a low-poly first-person 3D game titled “Skyfall Lobby,” with a dark blue/black sci-fi survival-game presentation and a simple DOM-style HUD at the top-left. The game has three scene states and an automatic flow. Start immediately in a roughly 10-second cinematic cutscene. Show a simple block-built passenger airplane flying forward through a dark blue sky over distant blocky terrain. The plane is assembled from rectangular cuboids: a light gray fuselage about 8.5 units long, a blunt nose, broad thin wings, tail block and vertical fin, with small dark rectangular windows in lines on both sides. Inside the plane are eight crude custom block people, arranged in four rows with two passengers per row. Each person has a cube head, rectangular torso, separate block legs and arms, with varied brightly colored shirts and dark blue-gray pants; use Minecraft-like proportions but simple original cubes. Use a trailing, slightly elevated camera that follows behind/above the plane and looks toward it as it travels. For the first few seconds it cruises with subtle wobble; then it shakes and emits small dark cubic smoke puffs, the nose pitches into a steep dive, and it descends toward the blocky ground. At impact, create a brief crash/explosion impression using many dark smoke cubes and strong camera shake, accompanied by a low boom/noise synth and tone. Fade the screen to black near the end and transition into the lobby. The cutscene subtitle changes through: “Cutscene: plane incoming…”, “Cutscene: cruising…”, “Cutscene: something’s wrong…”, “Cutscene: brace!”, and “Cutscene: impact!”. After the fade, load a safe indoor lobby/hangar. Build a simple enclosed 30-by-30 dark room with a flat dark navy floor, four dark navy walls, and six low ceiling beams. Put a large blue-gray rectangular door on the center of the far wall, surrounded by a thicker rectangular frame, plus a glowing blue-black sign/panel above it. Include a crude crashed-plane wreck prop made from two angled gray rectangular chunks in one corner. There are no collectibles in this room. Spawn the first-person player near the opposite end of the room facing generally toward the door. Display the subtitle “Lobby — safe zone (no orbs). Walk to the door and press E.” and the scene indicator “SCENE: LOBBY.” When the player enters the door’s interaction area, show a centered prompt “Press E to start mission”; pressing E transitions to Level 1 and plays a short UI confirmation tone. The door has a subtle pulsing emissive glow. Level 1 is a large outdoor dark low-poly area. Use a 220-by-220 dark ground plane/box, fog, and approximately 55 randomly distributed dark rectangular pillars or cover blocks of varied widths and heights. Spawn the player at the center. Place exactly 12 floating glowing cyan orbs at random positions across the area, each roughly sphere-shaped, at heights between about 1.2 and 4.2 units. Make them emissive, gently bobbing vertically and slowly rotating. When the player approaches within about 1.1 units, remove the orb, increment the counter, and play a bright synth blip. The goal is to collect every orb; when all 12 are collected, show the centered message “All orbs collected! Press L to return to lobby” and play a higher completion tone. The Level 1 subtitle is “Collect all orbs. Press L to return to lobby.” and the scene indicator is “SCENE: LEVEL 1.” Pressing L returns to the lobby for testing/replay. Use a first-person perspective with a dark blue atmospheric fog, a black/navy background, clean untextured low-poly geometry, and soft cool lighting from a hemisphere light plus directional light. Use a perspective camera around 70 degrees FOV. Add subtle emissive treatment to the cyan collectibles and the lobby door/sign. Keep collision simple: gravity, floor landing, room/world boundary clamping, and no complex physics or enemy AI. Controls should match the implemented desktop interaction: click the canvas to lock the mouse and enable audio, mouse movement looks around, WASD moves relative to camera yaw, Space jumps, E interacts with the lobby door, and L returns to the lobby from another scene. Although the design is intended for mobile, the actual playable implementation uses pointer-lock mouse and keyboard controls rather than touch joysticks. Movement is first-person, with acceleration/friction, speed about 8 in the lobby and 10 outdoors, jump velocity about 8.5, and gravity about 22. Do not add enemies, weapons, health, lives, extra levels, or orb mechanics to the lobby. The HUD should remain minimal: title “Skyfall Lobby,” changing subtitle, a pill reading the current scene, an “ORBS: collected/total” pill (0/0 in cutscene and lobby, 0/12 in Level 1), and a bottom control hint indicating WASD, Mouse, Space, E and “Click to lock mouse + enable audio.” Use simple Tone.js-style synth audio for crash, collect, jump, interaction, and completion sounds.