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Skyline Leap was built by KAHI 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 Three.js first-person 3D parkour game titled “Skyline Leap,” subtitled “Floating-island parkour.” The player is an unseen first-person avatar represented by a player controller and a small white crosshair at screen center. Use a 72-degree perspective camera, dark navy sky background (#081328), atmospheric fog, soft shadows, and a stylized low-poly floating-island aesthetic. The camera should start above the launch island and allow first-person mouse-look/standard FPS movement. Build a linear sky course running generally along the positive X axis, consisting of six floating islands with raised grassy tops and rocky undersides: - Launch: center (0, 0, 0), width/depth 10x10 - Step One: (9, 2.2, -4), 6x6 - Step Two: (17.5, 4.2, 2.5), 5.5x5.5 - Step Three: (25.5, 6.2, -5), 7x5.5 - Step Four: (34.5, 8.5, 2), 5.5x5.5 - Summit: (44, 10.5, -3), 10x8 Each island should be a roughly rectangular slab with a muted blue-gray rock/concrete side, a thin green grass top, a subtly glowing pale-blue edge/rim, and a large faceted tapered rock/cone formation hanging beneath it. Make the islands visibly separated by open sky so the player must jump between them. Add small pale-blue glowing square stepping stones along the route, placed approximately at (4.2,1.1,-1.4), (6.7,1.6,-3), (12.2,3.1,-1.1), (14.5,3.7,0.8), (21.2,5.2,-0.2), (29.7,7.1,-2.3), and (38.7,9.4,-0.2). They should be small raised rotating-orientation blocks that help communicate the intended parkour path without filling the gaps. At each island, add a vertical checkpoint beacon: a thin glowing pale-blue pole rising above the island with a glowing orb at its top. The final Summit orb must be bright gold/yellow and emissive; the other beacon orbs are icy blue. Beacons should slowly rotate and their orbs should gently pulse. The golden Summit beacon is the destination. Populate the islands sparsely with low-poly Cube World-style props loaded as 3D assets: trees and a bush on the Launch island, a tree and bush around the middle/Step Three area, and a tree plus a male character guide on the Summit. Keep the visual style simple, geometric, colorful, and low-poly. Add about 18 translucent flattened blue cloud forms floating below and around the route. Use hemisphere lighting, a warm directional sun from above, and a subtle cool blue rim light; enable shadows, ACES-style tone mapping, and fog so distant islands fade into the navy sky. Movement must feel like a first-person platforming course: WASD or arrow keys move, Space jumps, and Shift sprints. Use walking speed about 6.2, jump speed about 9.5, and gravity about -24. The player starts at approximately (0, 2.1, 1.3). Falling below Y=-15 respawns the player at the currently active checkpoint, positioned over that island, and briefly displays a message such as “Back to checkpoint — Island N — keep your momentum.” Do not add combat, enemies, weapons, health, or collectibles; the challenge is accurately jumping across the floating islands. Track progress through the six islands. Begin at checkpoint 1. When the player is close to a later island horizontally (within roughly 58% of its larger dimension) and vertically near its top, activate that checkpoint and update the HUD. Show a temporary centered notification: “Checkpoint reached / Next island is ahead.” On reaching the final Summit checkpoint and moving far enough along the course (player X greater than 40), mark the game won and show “Course complete” with the elapsed time. The timer starts at game load and continues in seconds with one decimal place. Create a fixed translucent dark HUD with thin blue borders and rounded corners: upper-left panel says “SKYLINE LEAP” in spaced uppercase light blue lettering and “Floating-island parkour” beneath; upper-right panel says “Checkpoint 1 · Time 0.0s,” updating the checkpoint number and timer; a centered bottom pill says “WASD / arrows to move · Space to jump · Shift to sprint · reach the golden beacon.” Display temporary centered checkpoint/win message panels near the upper-middle of the screen. Keep the crosshair visible at the center as a small white plus/cross with a faint blue glow. Make the HUD responsive on narrow portrait screens, preserving the immersive first-person view.