Appearance
Arcade › Skyline Leap
Click the game above and it runs right here in your browser. No download, no installer, no account needed. sajid latif 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 sajid latif what you would add next.
Skyline Leap was built by sajid latif 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 browser-based first-person 3D parkour game titled “Skyline Leap.” Use Three.js or an equivalent WebGL engine with a perspective FPS camera and a centered white crosshair. The player is an invisible/first-person avatar starting over a floating island at approximately (x=0, y=2.6, z=2.2), facing a course that extends forward along negative Z. Implement keyboard movement with WASD and arrow keys, Space to jump, Shift to sprint, and mouse/touch dragging to look around. Use gravity and jumping with responsive platforming physics; movement speed is about 6.8 and jump speed about 8.8, with gravity about -22. Allow the player to fall off platforms, and when they drop below y=-18, respawn them at the most recently reached island checkpoint with a brief message. Build a linear sky course of six separated floating islands, each a rectangular teal platform with a dark pointed/conical rocky underside and a thin glowing pale-aqua rim. Arrange them progressively higher and farther forward: island 1 at (0,0,0), size 12x12; island 2 at (0,2.5,-14), size 8x8; island 3 at (8,5.5,-28), size 7x7; island 4 at (-4,8.5,-42), size 9x9; island 5 at (-12,12,-56), size 7x7; island 6 at (0,16,-70), size 10x10. Platform surfaces should be solid and support the player. Add small rectangular stepping stones between major islands to make jumps readable: around (0,1.15,-7.2) size 2.5x1x2.5, (3.8,3.7,-20.8) size 2.2x0.8x2.2, (2.1,6.7,-34.8) size 2.5x0.8x2.5, (-8.3,10.2,-49.2) size 2.5x0.8x2.5, and (-7,14.1,-63.2) size 2.2x0.8x2.2. The course should feel like a sequence of difficult jumps over open sky, with no enemies, collectibles, weapons, timer, or combat. Progress automatically advances when the player moves forward past each next island’s Z position plus roughly 3. Save each reached island as a checkpoint, update a counter from “Island 1 / 6” through “Island 6 / 6,” and mark the game complete on reaching the final island with the HUD text “Course complete” and a transient “Finish island reached!” message. Intermediate checkpoints show “Checkpoint reached.” Falling shows “Back to the last island.” Include a visible “Restart run” button that resets progress, completion state, and player position to the initial island and briefly displays “Run restarted.” Use a dark navy atmospheric sky background with matching fog extending into the distance. Light the scene with cool sky/hemisphere illumination and a warm directional sun; enable soft shadows, ambient shading, and a slightly cinematic tone-mapped look. The visual style is low-poly fantasy/sci-fi: teal and blue platform tops, dark navy undersides, pale aqua emissive edge trim, and vivid blue-purple crystalline props. Place large stylized blue-purple crystals on the first island near (-3.2,0.5,-2.4), second island near (3.5,3,-14.8), and fourth island near (-5.7,9,-43.5), plus dark low-poly rocks near (2.6,0.5,2.7) and (-1.7,13,-55.5). Add sparse distant, translucent pale-blue cloud puffs at varying heights and depths; clouds are decorative and non-colliding. Keep the scene uncluttered so the floating islands and jump route are clearly readable. Add a clean dark translucent glass-like HUD over the game: upper-left panel with small uppercase text “FIRST-PERSON PARKOUR” in light blue and the title “Skyline Leap”; upper-right panel showing island progress; a centered crosshair; a temporary centered notification panel near the upper middle; bottom-center rounded hint reading “WASD / arrows to move · Space to jump · Shift to sprint · drag to look”; and a bottom-right Restart run button. Make the layout responsive, preserving the hint and title readability on narrow screens. The finished experience should be an interactive first-person floating-island parkour traversal where the clear objective is to jump from island to island and reach island 6.”