Skip to content

Arcade › Skyline Leap

Skyline Leap

  • 3d
  • platformer
  • first-person
  • parkour
  • arcade
  • floating-islands
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Caleb Ralphs built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyline Leap yet. Play it, then tell Caleb Ralphs what you would add next.

Make your own game

Skyline Leap was built by Caleb Ralphs 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.

Read the build brief for Skyline Leap

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.

Rebuild a browser-based Three.js first-person 3D platforming game titled “Skyline Leap.” The player controls an unseen first-person character over a linear route of seven floating square islands suspended in a dark blue, foggy sky. Use a perspective FPS camera initially positioned behind/above the start area (roughly at (0, 4.2, 8), looking toward the route); allow mouse-look through the FPS controls and keyboard movement. Controls must be WASD or arrow keys to move, Space to jump, and Shift to sprint. Movement should use approximately 5.5 base speed, faster sprinting, jump speed about 9.5, gravity about -22, and collision against the island platforms; falling below y=-10 resets the course.

Arrange the seven islands along the negative Z direction in a zig-zagging ascending path. Island 1/start: center (0, 2.5, 0), size 6 x 6, with the player starting around (0, 3.8, 1.1). Island 2: center (4.2, 3.2, -4.2), size 3.1 x 3.1. Island 3: center (-1.5, 4.25, -8.4), size 3.4 x 3.4. Island 4: center (4.2, 5.35, -12.1), size 3.2 x 3.2. Island 5: center (-3.8, 6.35, -16), size 3.2 x 3.2. Island 6: center (2, 7.55, -20), size 3.8 x 3.8. Island 7/goal: center (-1.5, 9, -25), size 5.2 x 5.2. The gaps and height changes should require repeated jumps; there are no enemies, weapons, collectibles, health, or other hazards besides missing a platform and falling.

Model every island as a dark desaturated blue-gray rock-like rectangular block about 0.8 units thick, with a slightly inset teal-green top slab and a thin luminous cyan/teal trim slab along the upper edge. Give all blocks soft shadows and simple low-poly/geometric styling. Add a few authored nature props as visual decoration only: a grass platform, grass tuft, and rock on the starting island; another grass tuft on the upper route; and a grass platform on the goal island. These props should not add meaningful gameplay complexity or extra collision. Add thin angled glowing pale-cyan route-marker beams between each consecutive island to make the intended route legible, without treating them as platforms.

On the final island, build a glowing golden-orange goal beacon/arch: two narrow vertical posts and a horizontal top beam, positioned toward the back portion of the goal platform. Reaching the final island at a height above the platform (player y greater than approximately 9.3) completes the course. Then stop normal progression and show a centered completion modal reading “Course complete” and “Restart to run it again.” A Restart button must reset the player to the start, restore progress, hide the completion message, and allow another attempt.

Use a deep navy background approximately #071b34 with matching exponential/linear fog extending from about 18 to 65 units, making the distant route fade into the sky. Light the scene with a cool pale-blue hemisphere light and a bright cool directional sun from the upper-left/front, with ambient occlusion-like soft shadows, ACES tone mapping, and restrained emissive glow on the cyan island trim, route markers, and orange goal arch. Keep the scene clean and atmospheric rather than busy.

Create a fixed HTML HUD over the canvas. In the upper-left, show a translucent dark navy rounded panel with a fine blue border, the cyan uppercase title “SKYLINE LEAP” with letter spacing, and progress text initially “ISLAND 1 / 7”; as the player lands/reaches each island, advance the highest reached island and display ISLAND 2 / 7 through ISLAND 7 / 7, and display “COURSE COMPLETE” after winning. Put a translucent rounded “Restart” button in the upper-right. Along the bottom center show a pill-shaped translucent instruction bar reading “WASD / arrows to move · Space to jump · Shift to sprint.” On coarse/touch devices place that instruction bar higher to avoid mobile controls. Use a dark navy, cyan, pale blue, and orange palette, rounded panels, subtle borders, and a modern system sans-serif font. The actual gameplay view should be first-person with no visible player body or weapon.

More free browser games

Browse the whole Arcade →