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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. Tiago José Pedrosa Sousa 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 Tiago José Pedrosa Sousa what you would add next.
Skyline Leap was built by Tiago José Pedrosa Sousa 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 3D first-person platforming game titled “Skyline Leap.” The player is a simple invisible/first-person avatar starting above the first floating island at world position (0, 4.2, 8). Use a Three.js-style perspective FPS camera with a centered white glowing crosshair. Movement is keyboard-controlled: WASD or arrow keys move, Space jumps, and Shift sprints; clicking captures the mouse for looking around, with drag-to-look support on touch. Use gravity, jumping, and collision with the tops of the floating platforms so the player must leap between separated sky islands; there is no combat or enemy system. Build a dark, stylized low-poly sky-island environment. Set the background and fog to deep navy blue. Use cool blue/violet materials, soft atmospheric lighting, directional shadows, and a subtle neon/cyan accent style. Each main island is a rectangular colored block with a thick top slab and a dark blue faceted/conical underside tapering downward like a floating rock. Put a bright cyan glowing ring on the top of every main island to mark its checkpoint. Arrange exactly six main checkpoint islands in a vertical, zig-zagging route: 1. center at (0, 2.5, 8), size 12 by 12, blue; 2. (-8, 5.5, -2), size 8 by 8; 3. (4, 9, -13), size 7 by 7; 4. (14, 13, -4), size 8 by 8; 5. (8, 17, 10), size 7 by 7; 6. (-4, 21, 17), size 10 by 10, the final island. The coordinates indicate each slab’s center and its top is about 0.6 units above its center. Add six small elevated rectangular cyan/pale launch pads between and around the route, at approximately: (-3.8, 4.35, 3.5), (-2, 6.9, -7), (8.7, 11, -9), (13.5, 15, 4), (1.8, 19, 13), and (-1, 23.8, 24). Make them thin boxes with bright cyan-to-lavender colors and include them as walkable surfaces. Decorate the islands only with the visible/simple props used by the game: low-poly cube-world trees near the first and final islands, chunky rocks near the starting area and second island, and large glowing crystal props near the third, fourth, and final islands. Place a tall glowing cyan beacon on the final island around (-4, 24.2, 17), formed by a luminous tapered cylinder/pillar with a bright orb on top around y=26.8. Slowly rotate the beacon and gently bob its orb. The beacon is the goal: after the player has reached all six checkpoint islands, reaching within roughly 4 units of it completes the run. Add run logic and HUD. Before starting, show a prominent rounded “START RUN” button at the bottom center. Clicking it resets checkpoint to 1, falls to 0, timer to 0, places the player at the start, and begins the run. The top-left translucent dark rounded panel should read “SKYLINE LEAP” and “Reach the beacon across the sky islands.” The top-right panel should show “WASD / arrows move · Space jump · Shift sprint” and “Click to capture mouse · drag to look on touch.” The bottom-left translucent panel should show “Checkpoint 1 / 6,” “Time 0.0s,” and “Falls 0,” updating continuously while running. Keep the timer in seconds with one decimal place. When the player falls below y=-14, increment Falls and immediately respawn them at the most recently reached checkpoint, slightly above its safe position, with a brief centered message “Back to checkpoint.” When entering the next checkpoint island, advance the checkpoint counter and show “Checkpoint reached”; on the final checkpoint show “Final island — reach the beacon!” Checkpoint progress should require being near the island center/top, and the last beacon should only be completable after all six checkpoints. On completion stop the timer and show a centered message like “RUN COMPLETE · 12.3s,” then change the button to “RESTART RUN” so it can be played again. Use a clean HUD over the full-screen canvas: translucent navy panels with thin pale-blue borders, rounded corners, subtle blur/shadow, light cyan-white typography, and a small glowing crosshair at screen center. Keep the overall visual presentation close to the screenshot: an expansive empty dark sky, bright saturated blue lower foreground/void, floating angular platforms at different heights, cinematic cool lighting, and a minimal arcade speedrun feel. Do not add enemies, weapons, collectibles, lives, extra levels, or other mechanics beyond movement, jumping, sprinting, checkpoint recovery, timing, falling, and reaching the beacon.