Arcade › Skyline Balance
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Akaki Nikolaishvili built it with Cinevva, so it works on a phone or a tablet too.
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Skyline Balance was built by Akaki Nikolaishvili 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 Skyline Balance 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.
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/side-rear tightrope balancing game titled “Skyline Balance.” Set it at night above a foggy blue-black city: a long tan tightrope runs along the Z axis between two rooftop anchor points, with dark low-poly skyscrapers of varied widths and heights fading into atmospheric fog, scattered cyan/gold/purple glowing windows, a few distant V-shaped birds, and cool moonlight plus blue rim lighting. Use a cinematic perspective camera that follows the walker from behind and slightly above, looking toward the rope and the next rooftop; the player should remain clearly visible on the rope with a long horizontal balancing pole. The avatar is a small blocky humanoid in a simple low-poly style, standing on the rope, with subtle idle/bobbing motion. Place the starting rooftop near the foreground and the destination rooftop far ahead, with the rope visibly suspended high over the city. The core mechanic is deliberate planning followed by execution. The player must queue exactly five directional steps before walking. Left and right inputs add a “lean left” or “lean right” command to a five-slot plan; do not allow more than five queued commands. Press “Walk the plan” (or Space) to execute the five commands sequentially. Each step moves the walker forward along the rope and laterally according to the planned direction, while the current wind affects the movement. During execution, the player can hold left/right (A/D or arrow keys) to make additional in-air balance corrections. After all five steps, stop walking, clear the plan, increase the score multiplier by 0.25 up to 4.50, save/update the best distance, and let the player plan the next five steps. The distance increases as the character advances; the game is an ongoing run rather than a finite level. Implement the actual balance rules: each planned direction contributes a lateral force (left negative, right positive), wind contributes a smaller push, and held correction keys add further lateral force. Reduce stability based on the force used, and continuously reduce it a little more when the player is displaced from the rope center. If the player moves beyond roughly 2.25 world units from the rope center or stability reaches zero, end the run: stop movement, show a failure status such as “The city catches the mistake — press reset,” and require Reset (or Space after game over) to restart. Reset the plan, step progress, distance, stability to 100, multiplier to 1.00, player position, and game-over state. Make the wind vary gently over time around a steady value of about 2.2, and display its current strength. Build a restrained cinematic HUD over the 3D view. In the upper left show the small uppercase eyebrow “CINEMATIC BALANCE STUDY / 01” and the large spaced title “SKYLINE BALANCE.” In the upper right show three translucent bordered stat panels: DISTANCE in meters, BEST in meters, and STABILITY as a percentage. Centered near the top/middle show the instruction/status text, initially “PLAN FIVE STEPS, THEN MOVE WITH THE WIND,” and beneath it a large glowing gold multiplier like “×1.00.” On the left side show a translucent wind panel labeled “WIND FROM THE LEFT,” with a large cyan directional arrow and text such as “steady / 2.2.” Along the bottom center show a dark translucent bordered planner panel titled “5-STEP BALANCE PLAN,” a count such as “0 / 5,” five rectangular slots displaying dots when empty and cyan left arrows/gold right arrows when filled, then buttons for “← Lean left,” “Lean right →,” “Walk the plan,” and “Reset.” Include the small hint: “Keyboard: A / D or ← / → to plan · Space to walk · hold arrows in the air to correct balance.” Support both keyboard controls and clickable UI buttons. Persist the best distance locally between runs. Use a dark navy/black palette with pale blue text, cyan highlights for left/wind elements, warm gold for right/multiplier elements, thin understated borders, translucent blurred panels, uppercase letter spacing, soft vignette, fog, shadows, and subtle bloom/glow rather than bright arcade graphics. Keep the presentation spacious and cinematic, matching a minimalist high-rise night scene. Add a quiet looping ambient audio track that starts after the first pointer interaction if the platform supports audio.