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Skyline Sentinel

  • 3d
  • third-person
  • action
  • arcade
  • city
  • combat
0
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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. brydenbarrera13 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyline Sentinel yet. Play it, then tell brydenbarrera13 what you would add next.

Make your own game

Skyline Sentinel was built by brydenbarrera13 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.

Read the build brief for Skyline Sentinel

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-based 3D third-person action game titled "Skyline Sentinel". Use a dark, stylized low-poly/blocky visual style with Three.js-like rendering, soft shadows, fog, and a deep navy night/dusk background.

World and camera: Build a flat square city arena viewed from behind and slightly above the player in a perspective third-person camera. The player begins on the central north-south road around z=15, with the camera following at roughly 8 units distance and looking toward the player and the road ahead. The ground is a muted blue-gray plane. Make two broad perpendicular dark asphalt roads crossing at the center: one running north-south and one east-west, each about 8 units wide, with small yellow rectangular lane markings spaced along both roads. Surround the roads with repeated chunky rectangular dark slate-blue buildings, arranged in rows with gaps around the roads. Buildings should be roughly 6 by 6 units, with varied heights around 4–11 units, and should cast/receive shadows. Add atmospheric fog that makes distant buildings fade into the dark blue environment. Light the scene with cool ambient/hemisphere lighting plus a strong white directional light and soft shadows.

Player: Place a blocky humanoid hero in the center road. Load or otherwise create a simple Kenney-style block character with a squared head/body and blocky limbs, colored like the visible hero: tan/orange upper body and arms, a muted green/teal lower section, and dark gray head/hair-like top. The hero faces forward down the road and can move around the arena in the horizontal plane. Use third-person movement with WASD and arrow keys; support jumping with Space. Keep movement responsive and allow the camera to follow the player. The hero can attack by clicking/tapping the on-screen ATTACK button, clicking the canvas, or pressing F.

Combat: On attack, after a short cooldown of about 0.4 seconds, launch one small glowing cyan/electric-blue spherical projectile from around the hero's upper body in the direction the hero is facing. The projectile travels quickly, about 22 world units per second, and expires after about 1.2 seconds. Give the attack a brief visible attacking state. Projectiles hit nearby enemies within roughly 1.3 units. Each enemy requires two projectile hits; on the second hit remove it and award 100 points. Briefly show a centered "VILLAIN DOWN!" notification when an enemy is defeated. There is no visible weapon model; the attack is represented by the luminous projectile.

Enemies: Spawn five blocky humanoid villains around the city roads at approximately (-12,-12), (13,-10), (-14,12), (15,13), and (0,-25). Make them visually distinct from the hero using a second block-character model or red-toned blocky appearance. They face toward the player and continuously chase the player across the ground at about 1.15 units per second. When within 2.5 units, they periodically damage the player for 4 health with a probabilistic attack cadence. Defeated enemies should be removed, then a replacement villain should spawn after about 0.9 seconds at a random position within approximately x/z ±17, so the arena remains populated. Enemies may have simple idle animation if the character asset supports it.

HUD and controls: Overlay a fixed HUD without blocking the game view. At the upper left, show a rounded translucent dark panel with a thin blue border, the cyan uppercase title "SKYLINE SENTINEL," and a stats line reading a red heart icon followed by health (starting at 100), then a yellow lightning icon followed by score (starting at 0). Update health and score live; clamp displayed health to zero or higher. At the bottom center, show a rounded dark pill with the exact instruction: "WASD / arrows to move · Space to jump · Click or tap ATTACK". At bottom right, show a large circular ATTACK button with an orange/brown translucent fill, yellow/orange outline and glow, and white bold text. Make the attack button touch-friendly and prevent touch gestures from interfering with gameplay. When a villain is defeated, briefly fade/show the centered text "VILLAIN DOWN!" near the top.

Use a responsive full-screen canvas, resize the perspective camera on window resize, preserve the dark navy page background, and make the overall result feel like a clean arcade superhero patrol through a stylized nighttime city. Do not add menus, guns, powerups, boss fights, or mechanics beyond movement, jumping, chasing villains, projectile attacks, health damage, score, and enemy respawn.

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