Skip to content

Arcade › Skyla

Skyla

  • 3d
  • third-person
  • adventure
  • low-poly
  • quest
  • village
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. Mari Doluashvili built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyla yet. Play it, then tell Mari Doluashvili what you would add next.

Make your own game

Skyla was built by Mari Doluashvili 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 Skyla 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 Skyla

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 third-person 3D adventure game titled “Skyla.” Use Three.js or an equivalent real-time 3D engine with a perspective camera following the player from behind and slightly above, at roughly 4.8 units distance. The player is Skyla, a female adventurer represented by a stylized low-poly modular humanoid character wearing an adventurer outfit, with visible idle, walk, and run animations. Begin her near the center of a circular training area, facing toward a small village beyond it.

World and visuals: use a clear soft blue sky background with matching atmospheric fog in the distance, simple stylized low-poly geometry, soft shadows, and warm directional sunlight. The ground is a large dark desaturated green circular field. At the center is a flat round tan/brown training path about 2.4 units radius, with eight small pale-gold cylindrical markers evenly spaced around its edge. Behind the training area is a village zone with a larger circular/ring-shaped brown path. Place three simple rustic houses around the far side of the village, six trees around the outskirts, and four fence pieces along the sides. Include four stationary villagers/NPCs using stylized modular characters: a farmer on the east side, a builder/worker on the west side, a woman villager toward the back, and a woman worker/shopkeeper toward the back. NPCs should stand in place with idle animations and cast shadows. Keep the setting uncluttered and open so the player can walk from the training ground into the village.

Core objective and quest: implement the exact three-stage “Village quest.” Initially show the quest objective “Find the farmer to hear the request.” When Skyla approaches the farmer within approximately 2.4 world units, advance to the supply-collection stage and display “Collect village supplies: 0/3.” Spawn exactly three glowing cyan-blue faceted octahedron supply gems around the village: approximately at (5.2, 0.45, -1.6), (-5.2, 0.45, -1.6), and (0, 0.45, -6.1). They should hover up and down slightly and rotate continuously. When Skyla comes within approximately 1.15 units of a gem, collect it, hide it, and increase the counter. After all three are collected, display “Return to the farmer.” When Skyla returns within approximately 2.4 units of the farmer, complete the quest and display “Quest complete — the village is safe!” Do not add combat, enemies, inventory, dialogue choices, timers, health, or other mechanics not described here.

Movement and animation: support WASD and arrow keys for movement, Space for jumping, and mouse/touch drag to look around. Use a movement speed around 3.4, jump speed around 7.5, and gravity around -22. The character should be controlled in third person and automatically switch between idle when stopped and walk/run animations while moving, according to the available character animation clips. The camera should follow the player smoothly while preserving the behind-the-character adventure-game view. Allow jumping but do not introduce additional jump puzzles or hazards.

HUD and presentation: render a full-screen game canvas. In the top-left, show a dark translucent rounded panel with the title “Skyla” in bold white text and the subtitle “Female adventurer.” In the top-right, show a dark translucent rounded “VILLAGE QUEST” panel with the current quest text. At the bottom center, show a pill-shaped dark translucent instruction panel reading exactly “WASD / arrows to move · Space to jump · drag to look.” Use a clean system sans-serif font, white text, subtle blur/transparency, and a gold accent for the quest heading. The final appearance should match a polished but simple low-poly village training scene: pale blue sky, green ground, tan paths, stylized modular characters and props, warm sunlight, visible character shadows, and minimal unobtrusive HUD.

More free browser games

Browse the whole Arcade →