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Arcade › Skyline Leap
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Izhar Ahmed built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyline Leap yet. Play it, then tell Izhar Ahmed what you would add next.
Skyline Leap was built by Izhar Ahmed 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 browser-based Three.js first-person 3D platforming game titled “Skyline Leap.” The player is an unseen first-person avatar represented by a camera-target object, starting above a green floating island in a dark starry sky. Use a perspective FPS camera with a deep navy background, light atmospheric fog, soft shadows, and a stylized low-poly/isometric-looking floating-island aesthetic. The world is a sequence of six elevated grassy/green rectangular platforms connected only by gaps, requiring the player to run and jump from island to island. Each island should be a thick rectangular top slab with a large dark blue-gray, faceted tapered/conical underside hanging below it, giving the appearance of floating islands. Arrange the route in the forward/depth direction with lateral zigzags: start island centered around (0, 7, 6), then islands around (-8, 8, -2), (1, 10, -10), (11, 12, -17), (2, 15, -25), and a final island around (-10, 18, -32). Make the platforms roughly 6–10 units wide/deep, with a few wider recovery pads. The player begins near the center of the first island. Falling below y=-15 should automatically respawn the player at the most recently activated checkpoint. Movement must support WASD and arrow keys for FPS-style movement, Space to jump, and Shift to sprint; use gravity and a jump arc appropriate for clearing the gaps. Also support mobile play with tap-and-drag controls as indicated by the on-screen instructions. Keep a small white crosshair fixed at the exact center of the screen. Include a fixed HUD overlay: a translucent dark navy rounded panel in the upper-left with the large bold title “Skyline Leap,” the instruction text “Cross the floating islands. WASD / arrows to move · Space to jump · Shift to sprint. Tap and drag on mobile.”, and counters reading “Shards 0 / 5” and “Checkpoint 1.” Put a translucent rounded “Respawn” button in the upper-right that immediately returns the player to the current checkpoint. Show temporary rounded notification messages near the bottom center for events such as respawning, collecting a shard, reaching a checkpoint, and reaching the finish island. Place six golden translucent rotating torus rings above the islands as checkpoints, one on each island. The first ring is at the starting island; the remaining rings mark the five progression islands. Rings at or before the current checkpoint should appear more opaque, while future rings are dimmer. Entering the next ring activates that checkpoint and updates the HUD from Checkpoint 1 through Checkpoint 6. Place exactly five collectible bright cyan-blue glowing octahedral shards, one on each non-start island, hovering above its checkpoint area. They slowly rotate on multiple axes; when the player comes within collection range, hide the shard, increment the shard counter, and show “Sky shard collected.” After all five are collected, show “All shards collected — reach the final island!” Reaching the final island should show “Finish island reached!” There is no explicit separate win screen in the reference mechanics. Decorate the islands sparsely with low-poly props: several stylized trees on the start and early islands, rocks, and glowing/crystalline props on later islands. Add a large field of small pale-blue stars distributed through the sky. Use three-point-like lighting: a cool hemisphere fill, a warm directional sun casting soft shadows, and a blue rim/fill light. Use restrained natural platform colors (muted green tops), dark slate faceted undersides, golden checkpoint rings, and emissive cyan shards. The overall visual style should be minimal, atmospheric, low-poly fantasy/sci-fi, with no visible player body and a clean dark translucent HUD.