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Skyline Dash

  • 3d
  • parkour
  • racing
  • time-trial
  • third-person
  • endless?
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. Hades Death built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyline Dash yet. Play it, then tell Hades Death what you would add next.

Make your own game

Skyline Dash was built by Hades Death 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 Dash 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 Skyline Dash

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 “Skyline Dash” as a browser-based 3D third-person rooftop parkour time trial using Three.js-style rendering and a bright, clean low-poly Kenney urban asset aesthetic. The camera follows behind and above a small blocky humanoid runner, with mouse pointer-lock free-look changing camera yaw and pitch; keep a pale cyan-blue sky background, soft atmospheric fog, strong daylight, shadows, and a colorful city of tall commercial buildings far below/around the floating course. Build a linear floating rooftop route made from metal roof tiles and edge poles, ascending through separated platforms: start pad near (0,2.2,0), then platforms around z=-5, -10, -15, -20, -25, -32, ending at a finish roof around z=-40. The course should visibly consist of gaps and staggered platforms with changing x positions and heights, so the runner must jump and steer between rooftops. Use a blocky character asset or equivalent simple stylized humanoid, with idle, walk, sprint, jump, and crouch/sit animations; tint three translucent local ghost runners pink, cyan, and lime and place them in the starting lobby. Ghosts automatically run the route at approximately 67.8, 71.2, and 74.5 second target times, and appear in a local (not networked) leaderboard.

The objective is to pass six checkpoints in order and reach the yellow-highlighted finish gate as quickly as possible. Place glowing/bright checkpoint gate markers on the route, with green markers for checkpoints 1–5 and yellow markers for checkpoint 6/finish. The player starts at checkpoint 0 and the HUD tracks 0/6 through 6/6. If the player falls below the course, respawn them at the latest checkpoint (or the start if none has been reached) and add exactly +3 seconds to a penalty total; briefly show a prominent “+3s FALL PENALTY” message. Moving barrier hazards should be placed on the later rooftops: two barriers oscillating side-to-side along x near z=-25.8 and z=-23.5, and one oscillating along z on the sprint/finish roof near z=-32. They should push the player on contact rather than instantly kill them.

Implement movement relative to camera yaw. Keyboard controls: WASD or arrow keys move, mouse looks when pointer lock is active, Space jumps, Shift sprints, and Ctrl slides/crouches. Normal ground speed is about 4, sprint about 5.8, and a short slide burst about 7.8; use acceleration and gravity, with jump velocity about 6.3 and gravity about 13.5. In midair, pressing jump near either marked blue wall section triggers a wall-run boost: launch generally forward along the course with an outward push and upward velocity, with a short cooldown. Put vivid cyan/blue marked wall sections on the right side around z=-15 and left side around z=-20. Also place a ladder/ledge trigger near x=-1.05,z=-18.45; pressing jump near it while airborne/near the ledge raises the runner to the upper ledge with a small upward boost and cooldown. Detect platform landing on the roof tiles, keep the runner grounded when standing on them, and respawn after falling well below the level.

Use a polished responsive HUD over the game. In the upper-left, show a rounded translucent dark navy panel with a two-column grid labeled TIME, CHECKPOINT, PENALTY, and STATUS; use large white values such as 0.00, 0/6, +0s, and status values Lobby, Run, Air, or Wall. Show elapsed race time plus penalty, and a centered finished overlay reading “Finished!” with the final time including penalties and a “Race again” button. In desktop view, include an upper-right translucent “Lobby leaderboard” listing You and the three local ghost runners, sorted by checkpoint progress and then time, with checkpoint count and seconds plus a finish flag for completed racers. On mobile, hide the leaderboard and show a large translucent circular virtual joystick at bottom-left with a white knob, plus four dark rounded buttons at bottom-right labeled Jump, Sprint, Slide, and Look; Look rotates the camera in a fixed increment. Add a bottom instruction strip saying pointer lock begins on click and explaining reaching glowing checkpoints, avoiding moving barriers, and hitting the finish gate. Start in a centered translucent title card with “Skyline Dash,” instructions, and a “Join lobby and race” button; clicking it resets the race, starts the timer, requests pointer lock, and removes the card. Render with antialiasing, soft shadows, sky lighting, fog, rounded glass-like UI panels, and no real online multiplayer—only the local ghost-racer lobby and leaderboard.

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