Skip to content

Arcade › Skyfall Skirmish

Skyfall Skirmish

  • 3d
  • third-person
  • shooter
  • arena
  • battle-royale
  • low-poly
  • browser-game
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Richard Solaire 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 Richard Solaire what you would add next.

Make your own game

Skyfall Skirmish was built by Richard Solaire 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 titled “Skyfall Skirmish.” Use a low-poly stylized look with Kenney-like blocky character and weapon models, soft shadows, simple geometric cover, and a bright atmospheric sky. The camera should be a perspective third-person camera following the player from behind at roughly 7.5 units away, with mouse/touch drag to look and movement controls suitable for WASD/joystick; support jumping with Space. The player begins near the front edge of a large circular grassy arena, surrounded by a blue-green sky/fog gradient and distant horizon. Build the arena as a broad low cylindrical green ground platform, with a glowing cyan outer storm ring and a glowing yellow inner safe ring. During the 60-second round, visually shrink the outer cyan ring toward about half its original scale; when the timer expires, eliminate all remaining enemies and award victory. The ring shrinking is visual rather than a damaging mechanic.

Place simple brown wooden crate cover around the arena: chunky square crates with dark brown sides and lighter horizontal bands, distributed at positions around the player. Add several stylized low-poly trees around the perimeter, each with a short brown faceted trunk and a dark green cone canopy. Add a small square wall/corner enclosure around the arena center using simple dark building-kit wall pieces. Illuminate the scene with a cool hemisphere light and warm directional sunlight, with shadows and atmospheric fog.

The player is a blocky humanoid character carrying a visible weapon in the right/front hand. Load or approximate three interchangeable weapons: CARBINE (machine gun), SHOTGUN, and ROCKET (modern rocket launcher). Show the currently selected weapon in a bottom-center weapon bar, with keyboard shortcuts 1, 2, and 3 and touch/click buttons. The carbine has 30-round magazine, 34 damage per hit, 0.12-second firing cooldown, and small spread. The shotgun has an 8-round magazine, fires 7 pellets per shot, 22 damage per pellet, 0.7-second cooldown, and wider spread. The rocket launcher has a 4-round magazine, 120 damage, 1.1-second cooldown, narrow spread, and a long tracer; it can instantly defeat a 100-HP enemy. Clicking/tapping the canvas or holding the FIRE button shoots toward the camera’s forward direction. Consume one round per shot, automatically reload when attempting to fire empty, and support manual R or RELOAD button reload; reloading takes about 0.85 seconds and restores the current weapon’s full magazine. Add short-lived colored shot tracer lines, a small muzzle flash, a slight weapon kick, and briefly enlarge/change the crosshair to yellow on a hit.

Spawn exactly five enemy blocky humanoid bots at separated positions in the arena. Give each 100 HP and use varied character appearances. Bots that are alive and within 23 units of the player move toward the player at about 1.15 units/second with slight sinusoidal speed variation, turn to face the player, and, when within 14 units, attack about once every 0.9 seconds for 4 damage. Damage first consumes the player’s 50 shield, then reduces the player’s 100 HP; show a brief damage indication and end the game if HP reaches zero. When a bot is killed, hide it, increment eliminations, and reduce the alive enemy count. There is no need for enemy projectiles or elaborate pathfinding: their visible behavior is direct pursuit and close-range periodic damage.

Create a fixed HUD over the 3D scene. At top left show a dark translucent rounded card labeled “SKYFALL SKIRMISH” in bold gold text. At top right show live text in this format: “HP 100 · SHIELD 50 · ELIMS 0 · ENEMIES 5 · CARBINE 30/30,” updating HP, shield, eliminations, remaining enemies, selected weapon, and ammunition. At top center show a dark translucent rounded banner reading “DROP ZONE · 60s,” counting down once the round starts; make the banner red/danger styled when player HP is below 35. Put a small white circular crosshair at screen center. At bottom center show three dark weapon buttons labeled “1 · CARBINE,” “2 · SHOTGUN,” and “3 · ROCKET,” highlighting the selected one with a gold border. Put a large red circular FIRE button at lower right and a smaller RELOAD button below it for touch play. Add a small bottom instruction card reading “WASD / joystick · drag to look · clic/tap pour tirer · R recharger · Shift courir.”

Before gameplay, display a full-screen dark blue translucent start overlay with a subtle radial gradient. Center a title reading “SKYFALL” over “SKIRMISH” in large bold gold letters with a dark orange shadow, a short description about an original battle royale arena with mobility, cover, loot, and interchangeable weapons, and a large orange button labeled “ENTER THE DROP ZONE.” Clicking it hides the overlay and starts player controls, shooting, bot AI, and the 60-second timer. On game over, stop movement, AI, and firing, show either “ELIMINATED” when HP reaches zero or “VICTORY ROYALE-ish” when the timer completes, keep the final HUD visible, and show a gold “RUN IT BACK” button that reloads/restarts the round. Make the layout responsive for desktop and mobile, preserving touch buttons and scaling HUD text on narrow screens.

More free browser games

Browse the whole Arcade →