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Arcade › Skyline Obby
Click the game above and it runs right here in your browser. No download, no installer, no account needed. viktor.i.budyak built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyline Obby yet. Play it, then tell viktor.i.budyak what you would add next.
Skyline Obby was built by viktor.i.budyak 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 Obby 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 third-person vertical obstacle-course game titled “Skyline Obby.” Use Three.js-style real-time 3D rendering with a dark navy background (#08111f), matching fog, soft cinematic lighting, shadows, and a clean neon sci-fi aesthetic. The player is a simple glossy cyan/turquoise capsule character, approximately 0.48 units wide with a rounded capsule body, standing upright and casting a shadow. Build a single ascending tower course made from 22 square platforms. Platform 0 is the starting platform and is about 7 units wide; every later platform is about 4.1 units wide and 0.55 units thick. Place each successive platform 4.2 units higher than the previous one, and arrange them around a vertical spiral: the platform centers orbit a central axis at a radius of about 3.6 units, with each platform rotated around the tower by roughly 1.72 radians from the prior one. The result should require the player to jump and steer from one isolated platform to the next while climbing vertically. Platforms are dark blue (#263a66), with a thin bright cyan glowing strip along one edge. Add a narrow decorative blue central tower/spine extending vertically through the course as a visual guide, but it should not be a gameplay platform. Place a glowing green checkpoint ring on every platform after the starting platform. The ring lies flat on the platform surface, is about 0.72 units in radius, and visually marks progress when the player reaches it. The course contains 20 red/pink glowing hazards, one on each intermediate platform except the first and final platform. Each hazard is a thin rectangular bar positioned above its platform (roughly 1.15 units above the platform center), spanning most of the platform width, and angled alternately left/right; make the bars rotate continuously, with alternating rotation directions, so the player must avoid them. Falling far below the current checkpoint or touching a hazard immediately respawns the capsule on the most recently reached checkpoint. Respawning places the character centered over that checkpoint platform. Use third-person camera framing behind and slightly above the capsule, with a perspective view and a camera distance around 7.5 units. The camera should follow the player as they climb and show the next platforms, with dark atmospheric fog fading distant geometry. Light the scene with a bright cool-white directional sun casting shadows, a pale blue hemisphere/ambient light, and a subtle blue rim light. Use physically shaded materials with moderate roughness for platforms and a glossy, lightly metallic finish for the capsule. Preserve the strong contrast visible in the reference: dark empty sky, deep blue platforms, cyan edges, cyan player, red hazards, and green checkpoint rings. Movement must support WASD and arrow keys for horizontal movement, jumping with Space, and a mobile virtual joystick for movement/touch play. Use responsive third-person controls with approximately 6.2 movement speed, 9.5 jump speed, and strong downward gravity around -24 so jumps feel like an arcade obby. The player must be able to land on the platforms and steer in midair. Include a mobile-friendly Respawn button in the lower-right corner that manually returns the player to the current checkpoint (it should not reset progress). Add a fixed dark translucent, rounded HUD overlay. At the top, show “SKYLINE OBBY” in bold uppercase white text on the left and progress on the right in small pale-blue text, formatted like “Checkpoint 1 / 22” and “Altitude 1m” (update the checkpoint number and altitude continuously). At the bottom center show the instructional hint “WASD / arrows to move · Space to jump · mobile joystick works too.” On mobile, keep the HUD inset from the edges and place the Respawn button above the bottom edge so it does not interfere with the joystick. When the player reaches the final, 22nd platform/checkpoint, stop player controls and display a centered translucent panel saying “Tower conquered!” with the subtitle “You reached the summit.” The goal is simply to climb all 22 platforms and reach the summit; there are no enemies, weapons, collectibles, lives, timer, or scoring system beyond checkpoint progress and altitude.