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Arcade › Skyline Sentinel
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daham Perera 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 Daham Perera what you would add next.
Skyline Sentinel was built by Daham Perera 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 browser-based third-person 3D action game titled “Skyline Sentinel.” Use Three.js or an equivalent WebGL engine with a perspective camera following a simple blocky player avatar from behind at roughly six units distance. The setting is a dark futuristic city district at night: a very large dark ground plane, a grid of glowing cyan street/roof lines, and many simple low-poly rectangular buildings arranged around the playable area. Buildings should be dark blue/purple with varied heights, subtle cyan neon strips near their rooftops, fog, and dramatic lighting: cool blue ambient/rim light plus warm orange directional light and a pink accent glow. Keep the visual style deliberately low-poly and neon cyberpunk, matching the screenshot. The player is a stylized sentinel made from primitive geometry: a cyan-blue rectangular torso, a small dark spherical head/mask, and a bright pale-cyan polygon emblem on the front. Place the player near the center of the district on the ground. Add three visible web beacons as cyan horizontal cylinders with glowing torus rings, located around the city at approximately (16,9,16), (-18,7,-10), and (18,12,-18); they are the traversal targets. Implement third-person movement using WASD, with Shift to run, Space to jump, and gravity. The camera follows the player and the player can move through the city. Add traversal abilities: Q performs a web-zip toward the nearest beacon, moving the player toward it and displaying a brief “WEB-ZIP” notification; when the player reaches the beacon, clear the target and display “BEACON REACHED,” then advance the map target. E toggles a web-swing mode. While active, make the player bob vertically and drift in a looping motion, and show “WEB-SWING ONLINE”; pressing E again releases it and shows “WEB-SWING RELEASED.” Include low-poly street thugs loaded as simple blocky humanoid models, colored dark red/magenta, initially positioned around the player (four enemies around coordinates such as (-5,3), (6,-3), (11,8), and (-11,-8)). Each enemy has 3 hit points, idles with a basic animation, turns toward the player when within five units, and can damage the player when within 1.7 units. Enemies can appear periodically as new street crime, up to six living enemies; update the combat hint to “New street crime nearby.” Give the player a starting health/vitals value of 84 out of 100. Attacking is done by mouse click (also support F as an attack key). Attacks have a short cooldown of about 280 milliseconds and seek the nearest living enemy within 3.2 units. A successful hit removes one HP, briefly stuns the enemy, increases the combo by one, and restores four player health. If the enemy reaches zero HP, hide it, increase no additional special state beyond the combo/health behavior, and show “FINISHER + HEALTH REGEN”; otherwise show “WEB STRIKE.” If there is no nearby target, show “No target in range.” Implement R as a dodge with a short approximately 0.42-second dodge window. During a dodge, show a visible “DODGE COUNTER” flash. If an enemy attacks during that window, avoid the damage, add two combo points, and show “PERFECT COUNTER”; otherwise enemy contact reduces health by four. Preserve the simple real-time combat loop and do not invent firearms, inventory, missions beyond what is represented in the HUD, or additional enemy attacks. Build the HUD as fixed, translucent dark-blue glass panels with thin cyan borders and soft blue glow. At the top left show: label “MAIN THREAD,” title “Signal in the Skyline,” and the text “Reach the rooftop beacon, clear the gang, and investigate the mechanical threat.” At the top right show a “DISTRICT MAP” panel containing a circular radar/map with cyan border, horizontal and vertical crosshair lines, a white glowing player dot, and a yellow glowing target dot. Map the player and current beacon approximately from world x/z coordinates. Below/right of the map show a large yellow combo count such as “0x” with “COMBO” below it and the combat message “Street crime detected.” At the bottom left show “VITALS” and a rounded health bar initially 84% filled with a green-to-yellow gradient. Along the bottom center show the compact control legend: “WASD move · Shift run · Space jump · E web-swing · Q web-zip · Click attack · R dodge.” Use white text with cyan labels, subtle shadows, rounded corners, and responsive sizing for smaller screens. Show short rounded notification banners near the top center for actions such as “Skyline Sentinel online,” “No target in range,” “WEB STRIKE,” “FINISHER + HEALTH REGEN,” “WEB-ZIP,” and “BEACON REACHED.” Use a dark translucent pill background and cyan-white text. The world should have shadows, fog fading into the distance, neon emissive materials, and a dark navy/purple background. The overall result should feel like a compact playable cyberpunk rooftop/city patrol demo with beacon traversal, melee combat, dodge counters, combo tracking, health regeneration, and the exact mission/map/vitals presentation described above. Include resize handling and a stable animation loop.