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Skyforge 100

  • 3d
  • arcade
  • air-combat
  • shooter
  • third-person
  • sci-fi
  • mobile-friendly
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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. Tomik Slezky built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyforge 100 yet. Play it, then tell Tomik Slezky what you would add next.

Make your own game

Skyforge 100 was built by Tomik Slezky 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 Skyforge 100 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 Skyforge 100

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 “Skyforge 100” as a browser-based 3D third-person arcade air-combat game using a dark cinematic skyway setting. The camera follows directly behind and slightly above a small futuristic fighter, looking forward along the flight path. Use a deep navy/black background with atmospheric fog, a dark teal ocean or ground far below, scattered floating/island-like platforms with small blocky city towers, and many soft pale clouds in the distance. Lighting should be cool blue overall with a warm directional highlight; use glossy metallic materials, subtle bloom-like emissive accents, rounded glassy HUD panels, and a clean sci-fi arcade presentation.

The player aircraft is centered in the scene and has a bright cyan/teal rounded fuselage, a pale pointed nose, broad flat wings, a gold/tan tail or rear accent, and a dark blue canopy. It flies forward automatically while the player moves freely within a bounded rectangular flight area: horizontal position is clamped roughly from -10 to 10, and vertical position from -1 to 9. WASD and arrow keys maneuver; on mobile provide a large circular virtual joystick at the lower left. The aircraft banks subtly when moving left/right and pitches subtly with vertical movement. Shift activates a speed boost, and provide a clearly visible lower-right/near-bottom “BOOST” touch button. Normal movement speed is about 12 and boosted movement about 19.

The core loop is continuous forward flight, shooting approaching enemy aircraft and surviving each level. Spacebar or a held “FIRE” touch button fires rapid small glowing cyan projectiles straight forward from the player. Enemy fighters spawn far ahead and fly toward the player. Basic drones are small pink/red fighters; heavier enemies are larger orange/red fighters with 3 hit points; later ace enemies are brighter red and move with pronounced side-to-side weaving and have 2 hit points. Enemies also bob vertically, periodically shoot pink/red projectiles aimed at the player, and cause damage if they pass the player. Enemy projectiles visibly travel through the scene and damage the player on contact. Show bright particle bursts when shots hit or aircraft are destroyed. The player has 100 internal hit points; being hit reduces health, and when health reaches zero reset health to 100, deduct 200 score (not below zero), and restart the current level. Do not add a health bar unless desired by the target engine’s default UI—the actual game’s visible HUD focuses on level, score, and coins.

There are 100 sequential levels. Each ordinary level lasts until its timed patrol period ends (approximately 28 seconds plus a level-scaled extension), then automatically advances. Enemy spawn frequency and enemy type escalate with level: early levels use drones, mid levels introduce heavies, and levels above 50 use aces. Spawn several enemies at once occasionally, with the active count capped around seven. Defeating a normal enemy adds 30 score and one coin. Completing a level awards score based on the level (level multiplied by 120) and awards 5 coins plus an additional coin for each ten-level band.

Boss engagements occur at levels 10, 20, 30, 50, and 100. When a boss level begins, stop normal enemy spawning and display a centered boss name and a long red-to-gold horizontal health bar at the top. Bosses are oversized versions of the fighter model, positioned ahead of the player, moving side-to-side and bobbing vertically while firing aimed projectiles. Use these exact boss identities and escalating colors/scales: level 10 “WRAITH-IX” in crimson, scale 1.6; level 20 “OBSIDIAN CROWN” in purple, scale 2.05; level 30 “TEMPEST HYDRA” in orange, scale 2.35; level 50 “TITAN MAELSTROM” in cyan, scale 3.1; level 100 “APEX ECLIPSE” in near-white, scale 3.8. Boss maximum health is level*18+80, each player projectile removes one health point, and boss defeat triggers larger celebratory particle bursts and advances the level. From level 30 onward, bosses can also produce additional side-offset shots. The level-100 Apex Eclipse is the final battle; defeating it ends the campaign and changes the overlay to “SKYFORGE // VICTORY” with the message “The Apex Eclipse has fallen. Your squadron owns the horizon.” and a “FLY AGAIN” button.

Build a fixed responsive HUD over the 3D canvas. At the top left, use a rounded translucent dark panel with cyan text “SKYFORGE // 100” and a sector/mission line that changes between a sector label such as “SECTOR 01 // AERIAL PATROL” and “BOSS ENGAGEMENT // BREAK THE FORMATION.” At the top right show “LEVEL,” “SCORE,” and “COINS” with large numeric values. During bosses, show the boss name and health bar centered near the top. At the bottom left place the translucent outlined virtual joystick with a glowing cyan knob. Beside it place rounded dark action buttons labeled “FIRE” and “BOOST.” On desktop, also show a small bottom-right hint reading “THIRD-PERSON FLIGHT DECK” and “Protect the horizon.”

Before starting, show a large centered rounded dark translucent launch card over the flight scene. It contains the title “SKYFORGE,” the subtitle “100 levels of original arcade air combat. Survive the skyway, break enemy formations, and face four escalating bosses plus the final battle.”, the controls line “WASD / arrows to maneuver · Space or FIRE to shoot · Shift to boost · touch joystick on mobile,” and a bright blue outlined/gradient “LAUNCH MISSION” button. Keep the aircraft and background visible behind the overlay, as in a polished sci-fi arcade game. Clicking the button or pressing Enter starts level 1 and hides the overlay. Use responsive layout and touch-friendly controls for mobile portrait screens.

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