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Arcade › Skyline Sprint

Skyline Sprint

  • 3d
  • third-person
  • obstacle-course
  • platformer
  • time-trial
  • arcade
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. Anas Khan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyline Sprint yet. Play it, then tell Anas Khan what you would add next.

Make your own game

Skyline Sprint was built by Anas Khan 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 Sprint 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 Sprint

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 third-person obstacle-course game titled “Skyline Sprint.” Use a dark navy futuristic presentation with a fixed third-person camera following the player from behind and slightly above; the camera should look along a linear route running from the start at z≈3 toward the finish at z≈−57. Use Three.js-style real-time 3D rendering with a dark blue background and light fog, soft shadows, strong ambient hemisphere lighting, and a bright directional key light.

The player is a small blocky humanoid runner loaded as a stylized low-poly character, centered on the course. Start the runner at (0, roughly ground level, 3.2). Provide keyboard movement with WASD and arrow keys, Space to jump, Shift to run, and touch/mobile joystick support. Movement should have walking/running animation, jumping with gravity, and collision with the platforms and course geometry. Keep the player moving through a sequence of raised platforms and hazards; if the player falls below y=-6, reset them to the most recent checkpoint rather than ending the run.

Build the route from broad rectangular platforms in dark blue tones: a start platform centered around z=2, then platforms around z=-9, -20, -33, -45, and a larger finish platform around z=-57. Vary the platform positions, widths, and heights: the first sections are about 12 units wide, later sections about 8–10 units wide, with some raised sections. Add dark side rails along the left and right sides of the route. Across the route, place thin red/coral hazard strips at approximately z=-4, -14, -27, -39, and -51. Add large solid block obstacles that must be navigated or jumped around: a gold block on the left near z=-7, a taller cyan block near x=1.8/z=-17, a gold block on the right near z=-32, and a cyan block on the left near z=-44.

Add four glowing cyan checkpoint gates at z=-9, -20, -33, and -45. Each gate is made from two thin cyan pylons and a cyan horizontal bar. When the player crosses each checkpoint in sequence, update the saved respawn position and display “Checkpoint 1 reached. Keep moving.”, then the corresponding checkpoint number. Respawn positions should be just beyond each gate and at the appropriate platform height. Add a large gold finish arch at z=-57 with two gold posts, a top bar, and a visible red flag near the left side. Crossing the finish area (around z<-54.5 while above the lower fall threshold) completes the course.

Include four moving horizontal sweep-bar obstacles made from coral/red bars with small gold end caps. Place them at approximately z=-11.3, -23, -36.2, and -48, at different heights, and continuously move each left and right with a sinusoidal motion over a few units. They should be actual scene obstacles so the runner must time movement and jumps around them. Add small alternating cyan and gold lane markers down the center of the route for visual guidance.

Use a restrained neon palette: ground/platforms #1b3552 and #244d70, dark rails #111a2a, coral hazards around #ff5c55 with a subtle red glow, cyan gates around #71dcff with emissive glow, and gold blocks/finish elements around #ffcf67 with warm emissive glow. Geometry should be simple beveled-looking or clean box primitives with strong shadows, against a dark navy sky/background and fog.

Create a fixed HUD overlay. In the upper-left, show a translucent dark panel with cyan uppercase title “SKYLINE SPRINT,” the status text initially “Reach the finish gate. Checkpoints save your progress.”, a large white elapsed timer formatted MM:SS.t, and the hint “WASD / arrows • Space jump • Shift run • mobile joystick.” In the upper-right, place a dark “Restart” button. Beneath it, show a translucent “COURSE MAP” panel with a vertical gradient track, start and finish markers, four checkpoint nodes, and a glowing player marker whose position tracks progress from bottom to top; show map status as Start, Checkpoint 1–4, or Finish. The timer starts when the run begins, pauses when finished, and restart resets the course, timer, checkpoint index, and player to the start.

When the runner crosses the finish, show a centered translucent dark completion overlay with the heading “Course complete,” text such as “Time: 00:xx.x — all checkpoints cleared.”, and a cyan “Run it again” button. Preserve the clean arcade time-trial feel: no combat, no collectibles, no health or ammo systems, and the goal is simply to traverse the obstacle course and reach the finish gate as quickly as possible.

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