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Skyline Leap

  • 3d
  • first-person
  • platformer
  • parkour
  • sky-islands
  • arcade
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. balundeen 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 balundeen what you would add next.

Make your own game

Skyline Leap was built by balundeen 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.

Create a browser-based first-person 3D platforming game titled “Skyline Leap.” Use Three.js or an equivalent real-time 3D engine, with a 72-degree perspective camera, a bright sky-blue background (#8bd7ff), matching blue distance fog, soft ambient hemisphere lighting, and a warm directional sun casting shadows. The visual style is clean, colorful, low-poly/isometric-to-first-person fantasy sky islands: grass-green floating islands with brown faceted/conical rocky undersides, simple wooden stepping platforms, blue-gray stone at the destination, white stylized cloud clusters, and a gold glowing beacon.

At the start, show the world in first-person with the player positioned on the beginning island, but display a centered yellow rounded “START RUN” button. The upper-left HUD is a dark translucent rounded panel reading:
SKYLINE LEAP
Reach the beacon
Islands: 0 / 6
At the bottom center show a dark translucent pill-shaped control hint: “WASD / arrows move · Space jump · Shift sprint · drag to look”. Keep a small white plus-shaped crosshair at the center of the screen. Clicking START RUN hides the button and begins the run; the status remains “Reach the beacon.”

Build a linear upward course through six floating islands arranged into the distance along the negative Z direction, requiring walking, jumping, and crossing narrow wooden platforms. The player is a simple first-person body/target at approximately (0, 1.6, 2), with FPS controls: WASD or arrow keys move, Space jumps, Shift sprints, and dragging the mouse/touch changes the view direction. Use movement speed about 7, jump speed about 10.5, gravity about -24, and allow slopes up to roughly 42 degrees.

Geometry and layout should closely match this course:
- A large green starting island centered around (0, 0, 0), about 12 by 12 units, with a thin grass top and a faceted brown rocky underside about 5 units deep.
- Island 1 around (12, 4, -5), 7 by 7, rocky underside 4 units deep.
- Island 2 around (4, 8, -17), 8 by 6, rocky underside 5 units deep.
- Island 3 around (-10, 12, -25), 7 by 7, rocky underside 4 units deep.
- Island 4 around (4, 17, -35), 9 by 7, rocky underside 5 units deep.
- The goal island around (17, 23, -45), 12 by 10, with a blue-gray stone top and a rocky underside about 6 units deep.
Each island top is a thin rectangular slab, while its underside is a six-sided tapered/faceted cone-like rock.

Place eight small brown wooden bridge/plank platforms between the islands, each roughly 0.32 units thick, at these approximate positions and rotations: (7,2,-2) size 4x2 rotation -0.3; (9,3,-7) size 3x2 rotation 0.15; (8,6,-12) size 3x2 rotation -0.2; (-2,10,-21) size 4x2 rotation 0.25; (-5,12,-28) size 3x2 rotation -0.15; (1,15,-31) size 4x2 rotation 0.2; (10,19,-39) size 4x2 rotation -0.2; and (14,21,-43) size 3x2 rotation 0.1. The player must traverse these elevated platforms and islands rather than a continuous ground plane.

On the final goal island, build a simple blue-gray stone arch at approximately (17,25,-47): two vertical posts about 0.7 by 5 by 0.7, spaced six units apart, joined by a 6 by 0.7 by 0.7 top beam. Put a glowing gold cylindrical beacon, about 3.5 units tall, in the center, plus a glowing gold horizontal ring in front/around the beacon. Slowly rotate the beacon around its vertical axis and rotate the ring for visual emphasis. Scatter about ten simple white puffy cloud clusters in the surrounding sky at heights around 10–31 and along the course; each cloud is made from several overlapping white spheres.

Track progression with six island checkpoints. Start at checkpoint 0 and update the HUD from “Islands: 0 / 6” as the player approaches each successive island. The five intermediate target centers are approximately (12,5,-5), (4,9,-17), (-10,13,-25), (4,18,-35), and (17,24,-45); when the player comes within about 4.5 units of the next target, advance the checkpoint, up to checkpoint 5. If the player falls below y=-18, respawn them at the most recently reached checkpoint, using positions approximately (0,1.6,2), (12,5.7,-5), (4,9.7,-17), (-10,13.7,-25), (4,18.7,-35), and (17,24.7,-45). Once checkpoint 5 is reached and the player comes within about 4 units of the beacon at (17,25,-47), mark the course complete and change the HUD status to “COURSE COMPLETE”; stop active movement progression. Do not add combat, enemies, collectibles, lives, timers, weapons, or extra game systems.

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