Skip to content

Arcade › Skyline Skirmish

Skyline Skirmish

  • 2d
  • platformer
  • shooter
  • arena
  • team-battle
  • sci-fi
  • neon
  • browser
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gxmini X built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyline Skirmish yet. Play it, then tell Gxmini X what you would add next.

Make your own game

Skyline Skirmish was built by Gxmini X 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 Skirmish 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 Skirmish

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 “Skyline Skirmish” as a browser-based 2D side-view platform shooter with a dark neon sci-fi interface and canvas gameplay. Start on a responsive main menu over a nearly black navy background. Center a rounded translucent glass panel with the eyebrow “2D PLATFORMER SHOOTER,” a large gradient purple/blue/yellow title split across two lines (“SKYLINE / SKIRMISH”), and the subtitle: “Outgun rival agents across rotating arenas. Build a three-weapon loadout, chain your ability, and top the kill board before the round ends.” Show a selectable roster grid of ten agent cards (five columns on desktop): Wraith (purple, Phase Shift), Titan (blue, Iron Dome), Spark (yellow, Dash Strike), Medic (green, Nano-Heal), Pyro (red, Flame Burst), Scout (teal, Windwalk), Vanguard (gold, Shockwave), Stalker (dusky rose, Smoke Screen), Juggernaut (gray, Overdrive), and Trapper (olive, Stasis Trap). Each card has a glowing circular color swatch, name, and ability; Wraith is selected initially with a bright white outline and colored glow. Include gradient “Start Round 1” and secondary “Instructions” buttons. Instructions reveal: A/D or arrow keys move, W/Space jump twice, mouse aim plus left click shoots, Q uses the ability, E opens the shop, and 1/2/3 switches weapons.

When starting, show a full-screen pre-round overlay titled “PRE-ROUND MAP VOTE,” with “Choose the next arena,” a note that seven AI votes are cast automatically, and three arena cards. The cards are The Courtyard (navy sky and blue accent), The Containment Zone (dark teal and mint accent), and Sniper’s Ridge (brown and orange accent). The player clicks one card; their vote plus seven random AI votes determine the winner, then the overlay closes and the round begins.

Gameplay is a 3000 by 1500 2D world viewed through a smooth camera following the player, clamped to the world. Render a vertical gradient sky for the selected map, sparse tiny stars/squares, a dark ground, platforms in blue-gray with bright top edges, and a strong dark vignette around the screen. The player and AI are simple stylized agents: rectangular colored bodies with pale face/visor panels and dark eyes, outlined blue for the friendly team and red for enemies. Display each agent’s name above a small health bar. The player begins on the left side around x=320; three blue allied AI agents spawn nearby, and four red enemy AI agents spawn on the right around x=2250. Friendly and hostile agents can be defeated, drop a bright green medical pickup, and respawn after about two seconds at their team’s side. A pickup heals a nearby friendly agent by 35% of max health if it is not already full.

Use three distinct arena layouts. The Courtyard has a full floor, repeated staggered floating platforms, a high central platform, endpoint houses, walls, barrels, and sandbags. The Containment Zone has staggered platforms at several heights, tall teal walls, and two glowing green hazard strips on the floor; touching hazardous floor regions damages agents over time. Sniper’s Ridge has separated ascending/descending platforms, endpoint houses, barrels, sandbags, and extra low platforms. All maps use decorative repeating barrels and sandbag cover along the floor. Platforms are solid and support double jumps.

Player movement is horizontal acceleration/deceleration with gravity, left/right movement, and two jumps before landing resets the jump count. Aim with the mouse in world coordinates, shoot toward the cursor while the left mouse button is held, and face the firing direction. Bots automatically pursue the nearest opposing living agent, move toward them, jump across height differences, and fire when within range. Friendly and hostile teams fight until one team has no living members; then pause gameplay and show a centered “ROUND COMPLETE” glass scoreboard with BLUE TEAM WINS or RED TEAM WINS, blue and red survivor counts, and the player’s kills, plus “Next Arena” and “Main Menu” buttons.

The player HUD is a transparent top bar. On the left show “Pilot,” the selected agent name followed by “· BLUE,” a green/cyan health bar, and numeric health. In the center show “Round [number],” a large “4V4” readout, and the current map name plus live team count such as “The Courtyard · 4v4.” On the right show “Score / Gold,” kill count and gold, an orange/pink ability meter, and either the remaining cooldown or “READY · Q.” Keep the HUD visually consistent with dark translucent rounded cards, pale blue labels, neon fills, and subtle borders. The player starts with 110 max health; ordinary agents have 100 max health.

Implement the ten selectable abilities with a 15-second cooldown and the following exact behavior: Wraith becomes invulnerable and gains overdrive for 3 seconds; Titan gains a 5-second shield that blocks incoming damage; Spark dashes 150 pixels in facing direction and damages nearby enemies for 46; Medic heals nearby blue allies within 260 pixels for 40% of max health; Pyro emits 12 radial flame projectiles, each dealing 22 damage; Scout gets three jumps and 6 seconds of overdrive; Vanguard stuns nearby red enemies within 230 pixels for 1.5 seconds and knocks them away; Stalker creates a 5-second smoke cloud with a 170-pixel radius; Juggernaut gains 4 seconds of overdrive; Trapper places a hidden floor trap lasting 18 seconds that stuns the first enemy touching it for 2.5 seconds. AI agents use corresponding simplified versions of the first five abilities when appropriate. Overdrive doubles firing speed.

Include a backpack/shop opened with E or the on-screen E button. Pause the game while the shop is open. The player initially has Pistol, Dual SMGs, and Assault Rifle and can equip them with buttons or number keys 1, 2, and 3. The shop lists owned weapons and purchasable weapons with costs, damage, and equip/buy controls; display coins and “Slots 3 · Buy or equip.” Support this weapon data and firing behavior: Pistol costs 0, damage 16, rate 0.30s, one yellow shot; Dual SMGs costs 200, damage 8, rate 0.09s, two cyan shots with spread; Tactical Shotgun costs 300, damage 11, rate 0.9s, six orange-red pellets; Assault Rifle costs 450, damage 12, rate 0.13s, fast pale-blue shot with slight spread; Heavy Sniper costs 600, damage 86, rate 1.35s, very fast purple shot that pierces; Plasma Rifle costs 700, damage 34, rate 0.75s, large blue plasma shot; Rocket Launcher costs 850, damage 64, rate 1.5s, orange rocket with an area explosion; Sticky Grenade Launcher costs 900, damage 70, rate 1.5s, pink projectile; Flame Thrower costs 1000, damage 7, rate 0.06s, many wide-spread orange flame shots; Tesla Gun costs 1200, damage 28, rate 0.7s, instant chain damage to up to two nearest enemies with a visible electric arc. Projectiles have colored glowing trails, collide with platforms and enemies, rockets create a circular blast, and impacts produce small square particles.

Award the player 100 gold and one score/kill for each enemy they eliminate. Show gold and kills persistently in the HUD and carry the score into the next round. Provide desktop mouse/keyboard controls and responsive touch controls at the bottom on coarse-pointer devices: left, right, jump, shoot, ability, and shop buttons. Use clean rounded glass panels, neon gradients, subtle glow effects, and a polished dark cyber-arena aesthetic matching the supplied menu screenshot. Add small synthesized shooting/ability/elimination feedback sounds after user interaction, but keep the core experience playable without audio.

More free browser games

Browse the whole Arcade →