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Skyline Rush

  • 3d
  • parkour
  • platformer
  • vertical-climb
  • time-trial
  • low-poly
  • arcade
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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. TheKlad “Afegenius” TheKladovich built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyline Rush yet. Play it, then tell TheKlad “Afegenius” TheKladovich what you would add next.

Make your own game

Skyline Rush was built by TheKlad “Afegenius” TheKladovich 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.

Read the build brief for Skyline Rush

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-playable 3D vertical parkour game titled “Skyline Rush,” using Three.js or an equivalent real-time 3D engine. The game is a single-player climb up the face/interior edge of a very tall skyscraper, with the goal of reaching 200 meters as quickly as possible.

Camera and presentation: Use a 65-degree perspective camera positioned in front of the building and slightly above the player, looking toward the skyscraper facade. The camera should smoothly follow the player upward, keeping the player near the lower-middle of the view while revealing platforms above. The environment is dark and atmospheric: deep navy/black background and ground, fog beginning around 30 units and fading by around 80 units, cool blue ambient/rim lighting, warm directional sunlight, soft shadows, and a subdued nighttime/industrial skyline. The skyscraper is approximately 14 units wide, 6 units deep, and 200 units high. Build it from dark blue-gray side/back walls, repeated floors/slabs, and three rows of framed blue-gray glass windows on every 4-meter floor. Add roughly 15 dark low-poly background city buildings around the base/sides.

Player: Represent the avatar as a simple low-poly humanoid made from orange-red pieces: a box torso, spherical pale/white-blue head, two box legs, and two box arms. Place the character on the front face of the skyscraper, facing the camera, with a small gap from the facade. Animate alternating arms and legs while running, pose limbs asymmetrically while airborne, and extend the arms outward while grabbing ledges or climbing pipes. The player can move horizontally left/right with Arrow Left/Right or A/D, jump with Space, Arrow Up, or W, and slide with Arrow Down or S. Keep horizontal movement responsive with acceleration, air control, a maximum normal run speed, and a faster maximum speed while sliding. Apply strong downward gravity and an upward jump impulse.

Level layout: Generate the ascent procedurally from vertical sections between the start and the roof, using varied arrangements of small gray metal ledges/platforms. Include zigzag platforms alternating from side to side; wall-jump sections with small ledges alternating near left and right; scattered ledge-hop platforms; slide sections with a broad starting platform, a low orange-red rectangular obstacle, side platforms, and an upper platform; pipe sections with a vertical gray metal pipe and small platforms at its bottom/top; vault sections with a broad platform, a low obstacle, side ledges, and a higher platform; and mixed sections combining broad ledges, optional pipes, and scattered platforms. Use building width bounds so the player cannot leave the sides. Place a larger green glowing checkpoint platform at the roof and occasional green checkpoint ledges during the climb, approximately every 25–50 meters. Add extra vertical pipes at some varying positions and heights. The final roof platform is at 200m and should be wider and visibly green/emissive, with additional gray side ledges.

Core movement mechanics: The avatar lands on top of ledges and obstacles when falling onto them. If falling past the front of a ledge, allow a ledge grab when the player’s upper body catches the underside edge; suspend the avatar at the ledge edge until the player presses jump to pull up and continue, presses slide/down to release and fall, or presses left/right to push away. At either building side, if airborne and descending, allow a short wall-run state that slows the descent; pressing jump during it performs a wall jump away from that wall with horizontal push-off and vertical lift. When moving into a low obstacle while grounded, permit a brief vault state that carries the player upward/forward over it. When descending near a vertical pipe, attach the player to it; while attached, horizontal movement is disabled, jump climbs upward along the pipe, slide moves downward, and left/right releases the pipe with a small push-off. Also support a brief wall-climbing state at pipes, released by slide or horizontal input. Sliding should reduce the player collision height and allow passage under the low orange obstacles.

Failure and progression: If the player falls far below the building/front platforms, respawn them at the most recently activated checkpoint, or at the starting position initially, adding a small time penalty. Checkpoints activate when the grounded player reaches a green checkpoint ledge and update the respawn height and horizontal position. Reaching approximately 200m wins the run. There are no enemies, weapons, collectibles, health bars, or lives; the challenge is timing, platforming, and avoiding falls.

HUD and screens: Render a fixed, monospace HUD over the 3D view. In the upper-left show a translucent dark panel with “TIME  m:ss.hh”, “FLR” showing the current floor (1 plus the player’s height divided by 4), and “ALT” showing rounded altitude in meters. At the bottom center show a translucent control hint: “← → Move · ↑/SPC Jump · ↓ Slide · Walls=WallJump · Pipes=Climb”. On the start overlay, darken the scene and center the title “SKYLINE RUSH,” the subtitle “Climb 200m up the skyscraper — fast!”, the orange feature line “Run · Jump · Wall Jump · Slide · Vault · Ledge Grab · Pipe Climb,” and “Press SPACE or ENTER to start.” Start the timer only after Space or Enter begins the run. On success, darken the scene and show green “ROOF REACHED!”, the final time, and “Press R to restart.” Pressing R after winning resets the player, timer, floor, checkpoints, and game state. Use a clean minimalist low-poly visual style, block geometry, cool dark colors, orange player/obstacles, gray platforms, blue-gray glass, and bright green checkpoint/goal accents.

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