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Skyfall Skirmish

  • 3d
  • third-person
  • arena-shooter
  • battle-royale
  • low-poly
  • action
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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. agostino.murphypl built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyfall Skirmish yet. Play it, then tell agostino.murphypl what you would add next.

Make your own game

Skyfall Skirmish was built by agostino.murphypl 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 Skirmish 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 Skirmish

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 arena shooter called “Skyfall Skirmish.” Use Three.js-style rendering with a fixed dark navy background and fog, a perspective camera following behind and above the player at about 7 units distance, and a blocky low-poly character aesthetic with soft shadows and bright stylized lighting. The player is a blocky humanoid standing in a circular combat arena, holding a small blaster. Place the player initially near the edge at the back of the arena, and place five blocky rival humanoids around the field. The goal is explicitly to eliminate all 5 rivals before the storm closes.

Build the arena as a large circular dark blue platform, approximately 30-unit radius, with a slightly lighter blue inner playfield around 25 units radius and a thin glowing cyan circular storm boundary. Add scattered waist-high rectangular cover blocks around the arena: blue/teal box bodies with slightly wider golden-tan top slabs. Also include several irregular low-poly rock props around the perimeter and center. The environment should be sparse, open, dark blue, foggy, and lit by a warm directional key light plus cool blue fill/rim lighting.

Movement should support WASD and arrow keys through a third-person controller, with mouse movement or dragging used to aim/orient the camera. Support sprinting with Shift and mobile joystick input. The player should walk/sprint with corresponding blocky character animations when moving and idle when stopped. The central screen reticle is a small white outlined circle with short crosshair bars. Fire with left mouse click or Space; shots are rapid but limited by roughly a 0.22-second cooldown. Each shot should produce a brief bright pale-yellow tracer line from the player/blaster toward the aim direction. Hitscan shots can damage rivals, with each rival having 100 health and each hit doing 50 damage, so two hits eliminate one. On hit, play a shooting/holding-both-shoot animation; on death play a die animation, increment the elimination count, and hide the defeated rival shortly afterward. Rivals should idle, and when the player comes within about 15 units they turn toward and slowly approach the player. At close range they periodically damage the player’s shield; they do not need visible projectile attacks.

Implement the closing storm as a zone percentage starting at 100 and decreasing continuously by about 1.8 percentage points per second. Visually scale the cyan boundary ring inward as the percentage drops. When the zone is below 55% and the player is outside the effective safe radius (player horizontal distance from arena center greater than about 21 units), continuously drain the shield more quickly. The shield starts at 100. End in defeat when shield reaches zero; end in victory immediately when all five rivals are eliminated. Freeze active gameplay after either ending. Show an end message saying “Victory!” with “Arena cleared — score [eliminations]. Press R to redeploy.” or “Stormed out” with “The zone caught you — score [eliminations]. Press R to redeploy.” Pressing R should reload/reset the game.

Create a fullscreen HUD over the canvas. At the upper left, use a translucent dark rounded panel with a subtle light-blue border and the text “ORIGINAL BATTLE ROYALE SLICE” in small uppercase light blue letters above the bold title “Skyfall Skirmish.” At the upper right, use a matching panel with three stats: ELIMS (initially 0), SHIELD (100), and ZONE (100%), with large white values. Near the upper center show a large uppercase “DROP IN” intro message and the instruction “Clear 5 rivals. The storm closes every second.” Once the game starts this message can serve as the initial overlay. At the bottom center show a pill-shaped translucent hint bar reading exactly: “WASD / arrows to move · mouse or drag to aim · click or Space to fire · Shift to sprint · phone joystick supported”. Use responsive sizing for mobile screens and preserve the dark navy visual style, rounded glass-like HUD panels, cyan accents, and blocky low-poly 3D presentation.

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