Arcade › Skyline Rush
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Skyline Rush was built by Class WORK 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 Rush 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 endless runner titled “Skyline Rush.” Use a third-person perspective behind and slightly above the player, with a forward-facing camera looking down a three-lane city road. The world should have a very dark navy-blue background and atmospheric fog, soft cool lighting, shadows, and a stylized low-poly/neon presentation. Build an endless track from repeating rectangular road tiles: a broad dark blue-gray roadway with three lanes, separated by two thin glowing cyan-blue lane stripes. Place sparse blocky dark-blue skyscraper/tower shapes along both sides of the road, repeating as the road scrolls toward the camera. Keep the player centered near the foreground while the track, rings, and hazards move toward them to create forward motion. The player is a Sonic-like blue speedster. Prefer loading a Sonic 3D character model if available; otherwise use a simple fallback made from a rounded blue body/head, two white eyes, and red shoes. The player runs automatically at a base speed of about 19, and the run begins immediately. The avatar occupies one of three fixed horizontal lanes, at x positions approximately -3.1, 0, and 3.1, and smoothly moves toward the selected lane after a lane switch. Allow left/right arrow keys to shift one lane left or right, clamping at the outer lanes. Also provide large on-screen left and right arrow buttons for touch/mouse play. The player subtly banks while changing lanes. Add jumping: Space or Up Arrow, plus a prominent blue “JUMP” touch button, makes the player jump if they are on the ground. Use a clear arc with upward velocity around 10.8 and gravity around 27, returning to the road. While airborne, the player can collect elevated objects and clear low hazards. Support Shift as a temporary boost, increasing forward speed by about 11 while held; show the keyboard instruction for this even if there is no dedicated boost touch button. Populate the route with collectible cyan/sky-blue glowing torus rings, oriented vertically toward the runner. Arrange them in lane-based patterns at normal height around y=1.35, with occasional elevated rings around y=2.2 that require a jump. When the player comes within roughly 1.15 units, hide the ring and increment the ring count. Recycle rings after they pass behind the camera so the course is effectively endless, respawning them far ahead at varied distances. Add red-orange glowing rectangular hazards in lanes, including both low blocks and occasional taller blocks. Recycle them ahead after they pass the camera. End the run immediately when the player overlaps a hazard (roughly matching horizontal lane position and close forward distance); jumping can avoid low hazards. Freeze gameplay on collision and show a centered translucent game-over panel with “Run Over,” the final “rings collected” count, and an orange gradient “RUN AGAIN” button that resets the player, counters, collectibles, and hazards. Create a fixed responsive HUD over the 3D scene. At the upper left, show a translucent very-dark panel with a thin pale-blue border and rounded corners, the cyan uppercase title “SKYLINE RUSH,” and a large white counter such as “0 rings.” At the upper right, use a matching panel labeled “DISTANCE” with a large white meter count such as “0 m.” Increment distance continuously based on actual speed and display whole meters. Near the upper center, show the instructional text “A high-speed city run” and below it “← → switch lanes · Space / ↑ jump · Shift boost” in pale blue-white text with a subtle shadow. Along the bottom, show touch controls: dark translucent rounded square buttons with white left and right triangles at bottom-left, and a larger vivid blue gradient rounded “JUMP” button at bottom-right. Make controls unobtrusive but usable on desktop and mobile, with safe-area spacing and no page scrolling. Use rounded translucent panels, cool cyan accents, white bold typography, and a clean arcade UI consistent with the supplied screenshot.