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Skyhop Trail

  • 3d
  • platformer
  • low-poly
  • collectathon
  • third-person
  • mobile-friendly
0
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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. Silas Kodesh built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyhop Trail yet. Play it, then tell Silas Kodesh what you would add next.

Make your own game

Skyhop Trail was built by Silas Kodesh 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 Skyhop Trail 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 Skyhop Trail

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 playable 3D third-person platformer titled “Skyhop Trail,” using Three.js or an equivalent WebGL engine. The scene is a bright low-poly floating obstacle course above a blue pit/water plane, with a clear sky-blue background, soft fog, strong sunny hemisphere/directional lighting, and soft shadows. Use Kenney-style low-poly assets where available: a small blocky character, green platform tiles, ramps, red spike traps, a yellow finish flag, grass and rock nature props, and flat gold coin sprites. If the assets cannot be loaded, provide simple colored low-poly fallbacks.

Camera and movement: use a smooth trailing perspective camera behind and slightly above the character, looking forward along the course. The course runs generally along the positive Z direction. Move with WASD or arrow keys: left/right change X and forward/back change Z. The character has responsive horizontal movement, reduced air control, gravity, and a visible facing direction. Jump with Space; allow one additional midair jump (double jump). Reset the jump count on landing. Also provide a large circular yellow “JUMP” touch button at bottom-right for mobile play. Prevent browser scrolling for movement keys and touch controls.

Build this fixed short course exactly as a sequence of floating platforms and ramps: start platform centered at (0,0,0), size about 5 by 5; a first platform at (0,1,7), size 4 by 3; a left step at (-3.2,1.8,12), size 3 by 3; a rising ramp at (0.6,1.85,15.5), about 2.6 wide and 4.4 deep, rising 1.25; a high bridge at (0.8,3.05,19.4), size 3.3 by 3.2 and marked as a checkpoint; a platform at (4.1,3.05,24.6), size 3 by 3; a narrow run at (1.25,3.65,30.5), size 2.2 by 6.2; a second rising ramp at (-1.45,3.65,35.4), about 2.6 wide and 4.3 deep, rising 1.1; and a final platform at (-1.45,4.75,40.2), size 5.2 by 4.2, marked as the finish. Give platforms green tiled tops with darker green structural undersides and visible gaps between floating sections. Place small grass and rock decorations around selected platforms without making them gameplay obstacles.

Place exactly 9 optional rotating/bobbing gold coin pickups at these world positions: (0,1.25,4.1), (0,2.25,7.1), (-3.2,3.05,12), (0.5,3.3,17.2), (0.8,4.35,19.4), (4.1,4.35,24.6), (1.25,4.95,28.7), (1.25,4.95,32.2), and (-1.45,6.0,38.4). Coins should disappear on collection and award 100 points each. Include spike hazards at approximately (4.1,3.06,24.6) and (1.25,3.66,31.6), visibly red and damaging on contact.

Add a start checkpoint, a bridge checkpoint at the high bridge, and a yellow/orange finish ring and flag on the final platform. Touching the bridge checkpoint advances the respawn point and changes the HUD checkpoint label from Start to Bridge. Reaching the final platform/finish area wins the game and awards 250 points for each remaining life. Falling below roughly y=-9 or touching spikes costs one life and respawns the character at the current checkpoint; start with 3 lives. When all lives are lost, show a Game over message and require Restart. Restart must reset lives to 3, score to 0, coins to uncollected, checkpoint to Start, and the player to the beginning.

Create a translucent dark blue rounded HUD panel at upper-left showing exactly the live counters: “Coins: collected/9”, “Score: value”, “Lives: value”, and “Checkpoint: Start/Bridge”. Put a white rounded “Restart” button at upper-right. At bottom-left show a translucent instruction panel reading: “Move: WASD / Arrow Keys”, “Jump: Space — press again in midair for a double jump”, and “Reach the flag. Spikes and falling cost a life.” Show centered temporary messages for Jump!, Double jump!, +100, Checkpoint!, Fell!, Ouch!, You win! with final score, and Game over / Tap Restart. Match the screenshot’s clean, colorful, friendly low-poly presentation: white large sans-serif HUD text with subtle shadowing, glassy translucent panels, sky-blue background, vivid green platforms, yellow coin/flag accents, and a large yellow touch jump button. Do not add enemies, weapons, procedural endless generation, or extra gameplay systems.

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