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Arcade › Skyline Ninja
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Remix Skyline Ninja 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 3D side-view platforming game titled “Skyline Ninja.” Use Three.js or an equivalent 3D engine with an orthographic camera, looking across the XY plane from in front of the world. The visual frame should be a dark neon night city: nearly black navy background (#070718), subtle fog, cyan and hot-pink lighting, thin horizontal cyan/pink skyline glow lines, and a row of blue futuristic commercial buildings in the distant background. Use a stylized animated male ninja character as the player, rendered mostly as a dark silhouette with a visible ninja form, placed in front of the buildings. The camera should smoothly follow the player horizontally and vertically while preserving the side-on platforming view. Build the level from floating rectangular platforms. Platforms are deep navy/purple blocks with glowing thin top edge strips alternating cyan and pink. Arrange the main route as a rising zig-zag vertical skyline course: a wide starting platform near x=-7, y=-0.6; platforms around (-1,1.1), (4.3,3.2), (8.6,5.5), (3.3,7.3), (-2.2,9.3), (-7.4,11.2), and (-11.5,13.4), with widths approximately 4–4.6 units except for the narrower upper/end platforms. Add bright cyan-white floating energy orbs along the route, approximately at (-6.4,1.2), (-0.7,2.8), (4.8,4.9), (8.4,7.1), (2.8,8.9), (-2.5,11), and (-7.6,13). Orbs should be small glowing faceted objects that rotate and disappear when collected. Add two tall vertical hazard blocks at the sides of the play space: one hot-pink-emissive dark block around x=12.5, y=1.1 with width 1.2 and height 12, and another around x=-14.4, y=6.5 with width 1.2 and height 14. Touching either hazard ends the run. Falling below the lower boundary (around y=-3), or leaving the horizontal bounds (around x=-16 to x=16), also ends the run. Do not add enemies or weapons; the obstacles are platform gaps, the tall hazard columns, and the need to climb through the platforms. Player physics should include horizontal acceleration and friction, a maximum horizontal speed around 8, gravity around 24, and ordinary platform landing. The ninja starts around x=-8, y=2. Allow left/right movement with A/D or the left/right arrow keys. Allow jumping with Space: from a platform, jump upward with velocity around 11.5. Detect when the player is adjacent to a platform side and, if Space is pressed in midair against a wall, perform a wall jump with upward velocity around 10.5 and horizontal velocity away from that wall (about 8.5), enabling the alternating ascent up the skyline. Use one jump per press rather than repeated jumps while held. Play idle, jump, and death animations if the character asset supports them, and face the ninja in the direction of horizontal travel. Collecting an orb adds 100 points to the score. Display a fixed HUD over the game: “SKYLINE NINJA” at upper left in bold spaced lettering with a cyan glow; upper-right SCORE with the numeric score starting at 0; and ENERGY below it with a narrow rounded progress bar, dark purple background, purple border, and pink-to-cyan fill. Make the energy bar reflect vertical motion, approximately 50 + vertical velocity*4 clamped to 0–100, rather than functioning as a separate inventory or health system. At the bottom center show the instruction text: “A / D move · SPACE jump · press SPACE against a wall to wall-jump”. On touch devices provide three translucent circular controls near the bottom: left and right movement buttons on the lower left and a pink-outlined JUMP button on the lower right. When the player dies, pause gameplay and show a translucent dark overlay with the centered hot-pink glowing heading “RUN ENDED,” the final score, and a cyan-bordered “RUN AGAIN” button. Restart must reset the player to the start, restore all collected orbs, clear the score, and remove the overlay. Keep the overall art style clean, minimal, geometric, and neon cyberpunk, with blue city architecture, cyan/pink emissive accents, and no extra gameplay systems beyond those described.