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Skyline Sentinel

  • 3d
  • superhero
  • action
  • third-person
  • 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 playable third-person 3D superhero city-patrol game titled “Skyline Sentinel.” Begin with a full-screen dark navy/blue translucent hero-selection overlay centered on a rounded card. Show the heading “CHOOSE YOUR HERO,” the subtitle “Pick a champion before the city needs saving,” and four selectable cards: Arachnid Man (spider icon; “Swing with webs and fire web blasts”), Sky Sentinel (superhero icon; “Balanced movement and energy attacks”), Volt Runner (lightning icon; “Fast movement with electric shots”), and Steel Man (robot icon; “Built armor, flight, and eye lasers”). The Arachnid Man card is selected initially with a warm yellow border/glow. Include a rounded orange “START CITY PATROL” button; clicking it hides the selection screen and starts the game.

The game world is a low-poly, stylized nighttime/blue-hour city viewed from an elevated over-the-shoulder third-person camera following the hero. Use a dark navy sky/background with atmospheric fog, soft shadows, and cool blue-gray lighting. Build a large flat city ground with two broad perpendicular dark asphalt roads forming a cross, each road marked by repeated short bright yellow lane dashes. Surround the roads with many simple blocky skyscrapers in varied dark blue-gray materials and heights. Add rows of small warm yellow/orange glowing window rectangles on the building faces. The attached visual should feel like a moody low-poly superhero sandbox: the road dominates the foreground, angular towers fill the skyline, and the compact blocky red hero stands near the center.

Use a small blocky humanoid hero model with shadow casting. Apply distinct red/dark-red superhero styling depending on selection: Arachnid Man has a deep red suit/helmet, pale white eye lenses, and a black spider-like chest emblem and leg details; Volt Runner has red styling with gold visor, vertical chest stripe, and gold belt; Steel Man has metallic red armor, gold face detail, armored chest/shoulders, and a small glowing white reactor; Sky Sentinel uses the balanced default hero styling. Keep the hero recognizable in the center of the camera view. The player can freely move around the city using WASD or arrow keys and jump with Space. Use a third-person camera approximately 8 units behind the player, angled downward, with smooth camera tracking.

Place five blocky villain enemies around the city at positions distributed along the roads/buildings. They use a contrasting blocky character appearance, idle animation, and chase the player when active. Enemies move toward the hero; when close, they periodically damage the hero for 4 health. Each villain has 2 hit points. The hero fires forward projectiles to defeat them: Arachnid Man fires bright white/blue glowing spherical web blasts, Volt Runner and Sky Sentinel fire bright energy shots, and Steel Man fires two small red glowing eye lasers per attack. Each attack has a short cooldown (about 0.4 seconds), projectiles travel forward quickly and expire after roughly 1.2 seconds. A projectile hit removes one enemy hit point; defeating an enemy awards 100 points, removes it, briefly displays “VILLAIN DOWN!”, and respawns a replacement somewhere in the city after a short delay. There is no need to invent additional enemy types or weapons.

Hero-specific abilities: Arachnid Man can use Web Swing with E or a bottom-right “WEB SWING” circular button. On activation, raise the player into the air, draw a visible thin white web line from above the hero to an anchor point roughly 10 units upward and 7 units forward, and pull the hero forward for about 1.1 seconds. Steel Man can use Fly with R or a corresponding circular “FLY” button; raise him to about 7 units high and move forward for about 2.2 seconds. Do not show the swing button for other heroes, and do not show the flight button except for Steel Man. The main attack is available with F, a left mouse/pointer click on the canvas, or a bottom-right circular action button; label it “WEB BLAST” for Arachnid Man, “EYE LASERS” for Steel Man, and “ATTACK” for the other heroes. The action buttons should have glowing borders/colors matching the reference: orange/yellow for attack and purple/blue for web swing or flight.

Add a fixed HUD over gameplay. In the upper-left, show a dark translucent rounded panel with a thin blue border, the selected hero title in spaced cyan uppercase text (initially “ARACHNID MAN”), and a stats line showing a red heart icon with health starting at 100 and a lightning/energy-like icon with score starting at 0. Update health as villains attack and score as villains are defeated. At the bottom center show a dark translucent pill-shaped instruction strip reading exactly: “WASD / arrows to move · Space to jump · F / ATTACK to fire · E / SWING or R / FLY”. Put the attack button at bottom right and contextual ability button just to its left. Keep the interface clean, compact, and readable on both desktop and touch screens. Use a dark blue cinematic palette, yellow road markings and windows, cyan HUD accents, and orange/purple glowing action controls. The game should start paused behind the hero-selection screen, then become an interactive patrol-and-combat experience after START CITY PATROL is pressed.

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