Appearance
Arcade › Skyline Leap
Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyline Leap yet. Play it, then tell the creator what you would add next.
Skyline Leap was built 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 Leap 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 first-person 3D platforming game titled “Skyline Leap.” The player is an unseen first-person avatar represented by a controllable player body/collider, starting above the center of a large floating grass island at approximately (0, 2.2, 3.5). Use mouse-look/fps camera controls with WASD or arrow keys to move, Space to jump, and Shift to sprint; on touch devices provide left-stick movement, drag-to-look, and a jump button. Show a small white crosshair at the exact center of the screen. Build the level as a linear sequence of seven floating low-poly islands suspended in a dark night sky, with large gaps requiring running jumps. The islands should be arranged generally forward along the negative Z axis, with occasional side-to-side offsets and increasing elevation: island 1 at (0, 0, 0), about 15 by 13 units; island 2 at (0, 1.7, -17), about 8 by 8; island 3 at (12, 3.4, -29), about 9 by 8; island 4 at (-4, 5.2, -42), about 7 by 7; island 5 at (10, 7, -55), about 10 by 7; island 6 at (-7, 9, -68), about 8 by 8; and island 7 at (6, 11.5, -82), about 13 by 11. Each island is a thin rectangular green grass platform with a large tapered purple/dark-violet rocky underside. Alternate the grass between vivid green and pale mint-green. Give the platforms solid collision surfaces so the player can land and run on them, but leave the space between them empty; falling below the level should respawn the player at the first island. Decorate the islands with simple glowing cyan rings and gold circular jump-pad-like discs placed along the route: one on the first island toward its back edge, then similar discs on later islands. These are visual route accents rather than a separate invented mechanic. Add scattered chunky low-poly cube-world trees and vivid purple/cyan crystal clusters on several islands. On the final island place a finish beacon at about (6, 11.5, -82): a gold faceted pillar, a floating cyan glowing faceted orb above it, and a faint tall translucent cyan beam extending upward. The orb should slowly rotate and gently bob. Use a stylized low-poly aesthetic with strong flat/simple geometric forms, saturated green platforms, purple rock, gold pads/beacon, and cyan emissive rings/crystals. Set the world background to very dark navy (#08111f) with matching atmospheric fog, soft shadows, a cool blue sky fill/rim light, and a warm directional sun that produces visible shadows. Keep the camera perspective wide enough to see the next floating platforms and their underside rocks, matching an arcade obstacle-course presentation. Track progression by marking an island reached whenever the player is standing over its platform bounds at or above its top surface. Display a fixed HUD: top-left translucent dark rounded panel with the uppercase title “SKYLINE LEAP” and subtitle “Run. Jump. Find the beacon.”; top-right translucent panel showing “0 / 7” initially and the label “islands reached,” updating as distinct islands are reached; and a bottom-center translucent message panel initially reading “WASD / arrows to move · Space to jump · Shift to sprint.” When the player comes within roughly five units of the finish beacon, mark the game won and change the message to “Beacon reached — the skyline is yours. Press R to run it again.” Pressing R should reset the player to the first island, clear the reached-island count, and restart the run. If the player falls below the world, also reset them to the first island and show “Missed the landing — back to the first island.” Keep the HUD non-interactive and overlayed above the 3D view; support a small touch-controls hint on coarse-pointer devices reading “Left stick moves · drag to look · jump button.”