Arcade › Skyline Sentinel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. ANUJ SAROHA built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyline Sentinel yet. Play it, then tell ANUJ SAROHA what you would add next.
Skyline Sentinel was built by ANUJ SAROHA 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 Sentinel 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 third-person 3D urban movement sandbox titled “Skyline Sentinel.” The game should open on a compact city block under a clear pale blue sky, with a fixed dark translucent HUD panel in the upper-left reading “SKYLINE SENTINEL” and “FOUNDATION BUILD · CITY BLOCK 01.” On desktop, show an upper-right translucent hint panel reading “WASD / arrows to move · Shift to run” and “Space to jump · drag to look · wheel to zoom.” At the bottom center show a translucent status pill reading “Mobile joystick and jump control enabled”; on touch devices hide the desktop hint and move the status pill upward above the mobile controls. Provide responsive touch controls: a virtual joystick in the lower-right area for movement and a jump control, while also supporting keyboard movement, Shift running, Space jumping, mouse/touch drag camera look, and wheel/pinch-style zoom. Use an over-the-shoulder/third-person perspective with a perspective camera following the player from behind at roughly 7.8 units distance and around 5 units high. The player begins near the south side of the block at approximately world position (0, 0.04, 19), facing into the city. The avatar is a simple stylized humanoid sentinel from an animated low-poly character model: dark/black rounded head and body, small bright white eye/visor-like facial elements, rounded arms and separated legs. If the character asset is unavailable, use a simple capsule-like humanoid fallback with a blue torso, red cape, and glowing cyan visor, but prefer the animated humanoid model. Cast a soft shadow from the character. Play an idle animation while standing and switch to walk/run/jump animation states based on movement; use a smooth animation mixer and transitions. Movement speed should be about 7.2, running should be faster while Shift is held, jump speed about 8.4, gravity about -24, and allow slopes up to approximately 38 degrees. Build the environment as a clean modular city block. Use a large muted gray ground plane, dark charcoal roads crossing through the center north-south and east-west, and pale gray raised sidewalks around the roads. Add repeated small yellow lane dashes down the central north-south road and across the east-west road. Surround the walkable roads and sidewalks with several blocky commercial buildings, each using simple low-poly city architecture and solid invisible collision proxies: northwest around (-28,-28), a taller north building around (0,-32), a broad northeast building around (30,-28), a southeast building around (30,29), a tall southwest tower around (-30,30), plus farther west/east buildings around (-43,2) and (43,-2). The buildings should be dark or neutral modern city structures with flat facades and minimal detail, matching the sparse foundation-build look. Add sparse street dressing: low-poly green trees along the sidewalk edges, including rows near z=-20 and z=20 and a few near the side roads, with brown trunks and faceted green canopies. Place a handful of static low-poly parked sedans near the intersections and sidewalks, including around (-10,-9), (10,-9), (9,9), (-9,9), (34,12), and (-34,-12). Add slim dark metallic streetlights with short horizontal arms and warm glowing lamps at intersections and along the outer streets, including near (+/-11,+/-11) and (+/-31,+/-15)/(+/-31,+/-15) positions. Keep all dressing static; there are no enemies, collectibles, weapons, combat, missions, score, health, timer, or win/lose state in this build. The core experience is freely exploring the city block and testing movement and jumping. Light the scene with a bright warm late-afternoon directional sun from the upper-left/front, soft blue ambient hemisphere fill, and a subtle cool blue rim light. Enable soft shadows, ambient atmospheric fog that fades distant buildings into the same pale blue as the sky, high-quality antialiasing, and a restrained cinematic tone mapping. The visual style should be clean, sparse, low-poly, and prototype-like: broad flat sidewalks and roads, dark modern buildings, muted gray-blue materials, yellow road markings, faceted trees, warm lamps, and long soft shadows. Make the canvas fill the viewport with no scrolling and preserve the HUD overlay on top of the 3D scene.