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Skyline Leap

  • 3d
  • platformer
  • first-person
  • parkour
  • low-poly
  • vertical
  • checkpoint
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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. jgthegreat2008 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 jgthegreat2008 what you would add next.

Make your own game

Skyline Leap was built by jgthegreat2008 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 “Skyline Leap” as a first-person 3D vertical platforming game in Three.js. The player starts as an invisible/first-person avatar on a large floating island at (0, roughly y=1 above the platform, z=1), looking forward along a long course of floating islands. Use a perspective FPS camera with mouse-look after clicking/capturing the mouse; support WASD and arrow keys for movement, Space to jump, and a touch joystick on mobile. Movement speed is about 7.2, jump speed about 10.8, and gravity about -21. The player should collide with the solid platform tops and level-4 walls. If the player falls below y=-18, respawn them on the most recently reached platform/checkpoint, resetting their jump state.

Build a long ascending course of approximately 34 floating rectangular platforms arranged into four visually distinct sections, extending into negative Z and upward. Each platform is a box about 1 unit thick with a faceted/conical low-poly rocky underside, a slightly inset bright rim, cast/receive shadows, and colored top surfaces. Section 1 is a forgiving meadow route: start with a 12x12 green platform, followed by broader 6–7 unit platforms alternating left and right, ascending in small steps from y=1.4 through roughly y=9.8. Section 2 begins around y=11.8 and uses smaller 4.2–4.8 unit platforms with much longer gaps, alternating strongly from left to right while ascending to about y=28.6; these are colored blue, purple, pink, and warm gold. When the player reaches this section, unlock a midair double jump: pressing Space once jumps from the ground, and pressing Space again while airborne adds a second upward impulse. Place a readable sign near the start of this section saying “LEVEL 2 / Press SPACE again in midair / Double jump unlocked.”

Section 3 continues for eight platforms around z=-128 through z=-186, with deterministic shuffled horizontal positions and varying vertical spacing: platform x positions should be pseudo-random but repeatable, and each next platform may be somewhat above or below the previous one. Use 4.8x4.8 platforms with alternating teal, blue, purple, and magenta colors. Section 4 continues with eight narrow platforms alternating between x=-3.4 and x=3.4, rising from approximately y=45.5 in alternating warm red, orange, and yellow colors. Put a readable sign before this section saying “LEVEL 4 / Double jump over walls / or loop around the side.” Between consecutive section-4 platforms, add transverse purple wall gates about 3.6 wide and 4.4 tall, leaving side lanes so the player can either double-jump over them or go around the side.

Every platform after the starting platform has a floating checkpoint beacon: a glowing vertical cylinder about 3.2 units high with a rotating glowing torus/halo around it, bobbing slightly. Use gold/orange glowing beacons for early sections and cool cyan/blue glowing beacons in the later section. Checkpoints advance in order whenever the player is above and near a platform; store the highest reached checkpoint and respawn there after a fall. At the final platform, place a large glowing golden goal gate made from two gold posts and a top beam. Reaching the final platform sets the game to won and displays a completion message.

Use a stylized low-poly floating-island aesthetic: dark navy/blue atmospheric background, distance fog, soft bright daylight, pale blue rim light, strong soft shadows, faceted rock cones beneath islands, and occasional decorative low-poly cliff rocks along the early route. The source uses a very light cyan sky/fog in the Three.js scene, though the UI/background presentation should feel dark and high-contrast; preserve the dramatic floating-in-the-sky look. Add ambient hemisphere lighting, a warm directional sun, and a subtle cool rim light. Animate checkpoint rings rotating, beacon heights gently bobbing, and the goal gate subtly swaying.

Overlay a fixed HUD over the game. At top-left show a translucent dark rounded panel with the title “SKYLINE LEAP” in small uppercase light cyan text and a status line such as “Reach the gold beacon · Checkpoint 1/5,” then update it as progress is made with messages like “Level 1 · Reach the meadow beacons,” “Level 2 · Double jump unlocked!”, “Level [number] · Platform [current]/[total],” and “Goal reached · You cleared both levels!”. Put a rounded “Restart” button at top-right that resets the player to the starting platform and clears checkpoint, level, win, and jump state. Put a white glowing plus-shaped crosshair at screen center. Along the bottom center show a translucent pill hint reading “WASD / arrows to move · Space to jump · Click to capture mouse · Touch joystick works on mobile”; on coarse/touch screens move it upward and allow it to wrap within a narrower width. Keep the game focused on traversal, jumping, checkpoints, and reaching the golden gate; do not add enemies, combat, collectibles, lives, timers, or unrelated mechanics.

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