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Skyline Showdown

  • 3d
  • top-down
  • arena-shooter
  • survival
  • arcade
  • city
  • browser
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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. STEVEN MOLYNEAUX built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyline Showdown yet. Play it, then tell STEVEN MOLYNEAUX what you would add next.

Make your own game

Skyline Showdown was built by STEVEN MOLYNEAUX 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 Showdown 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 Showdown

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.

Recreate a browser game titled “Skyline Showdown” as a fast top-down 3D arena survival shooter. Use an orthographic camera looking straight down at a square city arena, with the camera smoothly centered on the player. Render a dark blue-gray ground plane with a broad gray cross-shaped road through the center and a handful of chunky low-poly suburban city buildings arranged around the arena edges and road; buildings should be green with darker horizontal bands and rooftop details, matching a stylized Kenney-like city-kit look. Use soft blue ambient lighting, warm directional sunlight, shadows, and dark atmospheric fog/background.

The player is a small blocky humanoid viewed from above, standing at the center on a glowing cyan circular marker. The player can move freely in four directions with WASD or arrow keys, at about 7 world units per second, clamped to the 60x60 arena. Aim with the mouse: convert the cursor direction into a ground-plane direction and rotate the player toward it. Fire in the aim direction by holding the mouse button or Space; also provide mobile/touch controls with four directional buttons and a fire button. Player shots are small glowing cyan spheres traveling quickly in straight lines.

At the beginning show a full-screen translucent dark overlay with a centered rounded dark-blue panel, the title “Skyline Showdown,” explanatory copy about a top-down arena brawl with a shrinking zone, bot rivals, XP drops and build choices, and a gold “DROP INTO THE CITY” button. Starting the game resets everything and spawns 10 rivals. Rival enemies are red/pink low-poly capsule-shaped figures that spawn around the player in a ring roughly 15–24 units away, chase the player, and periodically shoot. They have 3 hit points, move at roughly 1.3–2.4 units/second, and enemy projectiles are glowing orange-red spheres that damage the player for 12 on contact. Cap the active rival count at 24 while continuously spawning additional rivals, with spawn intervals becoming shorter over time.

The player begins with 100 HP, level 1, score 0, and zero XP. Player bullets normally deal 1 damage; hitting and killing a rival awards 100 points, removes it, and drops a glowing yellow octahedron XP gem at its position. Collecting a gem within close range awards 1 XP and 25 points. XP required for a level is level multiplied by 5. On level-up, pause the game and show a centered “CHOOSE A SKILL” panel with the text “Build a weird combo before the next wave.” and three selectable cards: “Quickdraw — Fire 35% faster” (reduce shot cooldown from 0.2 seconds to 0.12), “Heavy Rounds — Bullets hit harder” (make each player bullet deal 2 damage instead of 1), and “Street Medic — Restore 30 HP” (immediately restore 30 HP, capped at 100). Choosing a card resumes play; skills can be selected again on later level-ups.

Implement a shrinking storm/safe zone. Start with radius 27 and reduce it continuously at 0.22 units per second, down to a minimum radius of 8. If the player is outside the current radius, drain HP at 8 per second. The player wins after surviving 90 seconds; loses if HP reaches zero, with defeat messages “LOST IN THE STORM” for storm damage or “RIVAL GOT YOU” for enemy projectile damage. On victory show “SHOWDOWN WON.” End screens should show score, build/level, and survived time, plus a “RUN IT BACK” restart button.

Keep the HUD fixed over the game. In the upper-left, show a rounded dark translucent panel with “SKYLINE SHOWDOWN,” “Lv 1 · 0 pts” (updated live), and a green horizontal HP bar. In the upper-right, show “ZONE 100%” (zone percentage based on current radius relative to 27) and a countdown starting at “90s.” At bottom-left show the hint “WASD / arrows move · mouse aim · click or Space fire · survive the showdown.” On narrow/mobile screens hide the hint and display the touch controls. Use white bold text, blue-gray bordered rounded panels, green HP fill, gold skill accents, cyan player effects, red enemies, yellow XP gems, and a polished minimal arcade UI. Do not add multiplayer, inventory, extra weapons, or mechanics beyond this single-player survival loop.

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