Amara Okafor
the boost bar being right at the top makes me wonder how much you want the timing to matter. if holding it at any safe moment works tho, i'd probably want a clearer reason to save it.
Arcade › Skyline Slipstream
Weave through 3-lane city traffic, switch lanes, and jump barriers as the road speeds up. Build boost, hit the throttle at the right moment, and keep your bike intact as long as you can.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. MD Abdur Rahman built it with Cinevva, so it works on a phone or a tablet too.
the boost bar being right at the top makes me wonder how much you want the timing to matter. if holding it at any safe moment works tho, i'd probably want a clearer reason to save it.
Skyline Slipstream was built by MD Abdur Rahman 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 Slipstream 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 3D endless highway runner called "Skyline Slipstream" with the following specifications: **Camera & Perspective:** Third-person perspective camera positioned behind and above the player at (0, 6.8, -14), looking forward down the highway. The camera follows the player with smooth interpolation, shifting slightly left/right as the player changes lanes (x * 0.28) and moving up slightly when jumping (y * 0.25). FOV 62 degrees. **Player Avatar:** A sleek cyan sports sedan car (1.45× scale) positioned at z = -8 (fixed depth), starting in the center lane. The car tilts smoothly when changing lanes (roll based on lateral motion) and pitches backward slightly when airborne. The car faces away from camera (rotated 180°). **Core Mechanic:** Three-lane highway driving system. Player switches between three fixed lanes (x positions: -3.2, 0, 3.2) to dodge traffic and can jump to clear low barriers. Lane changes are smooth with exponential interpolation. Jumping uses simple physics with 9.1 upward velocity and -24 gravity. **Controls:** - Desktop: A/D or Arrow Left/Right to switch lanes, Space/Up Arrow to jump, Shift to boost - Mobile: On-screen buttons for left, right, jump, and boost (hold) **Obstacles:** 1. Traffic cars (taxis, trucks, vans) in random lanes, each 1.55× scale, moving at varying speeds (0.9-1.14× base speed). Collision causes 40 integrity damage 2. Construction barriers (orange/red with cones on sides, 8.2× scale) that can be jumped over. Collision when on ground causes 25 damage; successfully jumping over awards 90 points and "Clean hop" message - Obstacles spawn ahead at z = 92+ and move toward player - Spawn rate increases with distance (0.6-1.0 seconds, reduced by pressure factor) - Hit detection uses box collision based on lane proximity and depth **Pickups:** Golden octahedral boost shards (0.65 size) with cyan torus halos, floating at y = 1.5 with gentle sine-wave bobbing and continuous rotation. Spawn in random lanes at z = 100+. Collecting adds +26 boost energy and +140 score. Spawn every 1.8-2.9 seconds. **Boost System:** - Boost bar shown in HUD (cyan gradient fill) - Starts at 70/100 energy - Hold Shift/boost button: drains 22 energy/sec, increases speed by +13 (from base 24 up to 46 max) - Passive recharge: +8 energy/sec when not boosting - 0.7 second cooldown when depleted - Boosting multiplies score gain (7.4× vs 5.2× normal) **Integrity/Health System:** - Bar shown in HUD (coral-to-pink gradient) - Starts at 100/100 - Reduces on collisions (40 for cars, 25 for barriers) - Screen flashes red (background changes to 0x2a0c12 for 0.28 seconds) on damage - Game over at 0 integrity **Score System:** - Continuous scoring based on distance × speed (5.2 base, 7.4 when boosting) - Bonus: +90 for jumping barriers, +140 for boost pickups - Displayed as formatted integer in top-left HUD **Environment & Road:** - Endless 3-lane highway (15.5 units wide) with dark gray asphalt (0x242733) - White dashed lane dividers with cyan emissive glow - Dark shoulders on edges and grass beyond - 8 road segments (34 units each) that recycle: as segments pass behind player at z < -42, they teleport ahead - Road decoration: streetlights every segment on both sides, random low-poly buildings (wide and tall variants, 8.5-10.5× scale) scattered on sides at varying distances - Speed increases gradually from 24 to 46 max over time (+0.7/sec) **Visual Style:** - Low-poly 3D city aesthetic using Kenney asset style - Dark neon night palette: deep blue-black background (0x081122) with atmospheric fog (50-170 range) - Filmic tone mapping (ACES, 1.15 exposure) - Hemisphere ambient light (cyan sky 0x9ed6ff, dark blue ground 0x152035) - Directional sun light from upper-right casting soft shadows - Cyan rim light (point light at 0, 9, -10) - All 3D models cast and receive soft shadows **HUD Elements:** - Top-left: "SCORE" label with large white number value - Top-center: "BOOST" label with horizontal cyan-to-dark gradient bar - Top-right: "INTEGRITY" label with horizontal coral-pink gradient bar - Center messages appear temporarily: "Slip between the traffic", "Hop!", "Side-swiped!", "Boost charged", "Clean hop", "Wrecked" - Start screen overlay with title, instructions (Desktop: A/D to switch lanes, Space to hop, Shift to boost; Phone: on-screen controls), and "Start run" button - Game over screen shows final score and "Run ended" message with restart button **Progression:** - Base speed accelerates from 24 to 46 over the run - Obstacle spawn rate increases with distance traveled - Survival becomes harder as speed increases - Goal: maximize score before integrity depletes **Art & Audio:** Stylized low-poly Kenney city assets with neon accents, no audio specified.