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Arcade › Skyline Sprint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Franklin Mejia villatoro built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyline Sprint yet. Play it, then tell Franklin Mejia villatoro what you would add next.
Skyline Sprint was built by Franklin Mejia villatoro 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.
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 3D third-person platforming time trial titled “Skyline Sprint.” Use Three.js with a bright, clean low-poly/blocky aesthetic, soft shadows, a cyan-blue sky background, and matching blue fog in the distance. The camera should be a perspective third-person camera positioned behind and above the player, following the player as they move forward through the course; the route extends primarily along the negative Z axis. Build a compact floating obstacle course above a blue water/void plane. Use chunky rectangular platforms with visible thickness, shadows, and simple solid materials. Place the platforms as follows: a wide green starting platform centered around (0, 0, 2), then a smaller sand-colored island around (-2, 1, -5), a green island around (2, 2, -10), a sand-colored island around (-1, 3, -15), a green island around (3, 4, -21), and a broad sand-colored finish platform around (0, 5, -28). The platforms are separated by gaps requiring jumping. Add two additional narrow moving platforms: a blue platform near (0, 1.5, -7) moving side-to-side on the X axis with roughly 3 units of amplitude, and an orange platform near (0, 3.2, -18) moving side-to-side with roughly 2.5 units of amplitude. Animate these continuously with sine-wave motion at different speeds/phases. Place a simple blocky humanoid runner on the start platform at approximately (0, 0.7, 2), loaded or modeled in a Kenney-like blocky character style. The avatar should cast shadows and face the direction of travel. Support keyboard controls: WASD and arrow keys for movement, with Space to jump. Also support mobile play with an on-screen virtual joystick in the lower-right area and a separate jump button, while keeping the game playable on desktop. Use third-person movement with a movement speed around 6, jump speed around 10, gravity around -24, and allow slopes up to about 45 degrees. At the far end, create a finish marker on the final platform: a dark-brown thin vertical pole at approximately (0, 7, -28), a bright yellow rectangular flag near its top extending to one side, and a glowing yellow/orange torus beacon around the base/finish area. The player wins when they reach the far end near the flag (roughly Z < -26 while above the finish platform height, Y > 4). Falling into the void/water below the route (player Y below about -3) causes a loss. Start a 60-second countdown immediately. The HUD is fixed over the game: in the upper-left, show a translucent white rounded panel with a large bold dark-blue timer displaying one decimal place, initially “60.0,” and underneath the instruction “Reach the flag before time runs out.” In the upper-right, show a translucent rounded help panel reading exactly “WASD / arrows to move · Space to jump” and below it “Mobile: joystick + jump button.” Use a spacious modern system font, dark navy text, rounded corners, subtle borders/shadows, and a light airy visual treatment. Color the timer red when fewer than 10 seconds remain. When time reaches zero, show a centered overlay message “Time up!” with the subtext “The platforms kept moving. Try a faster route.” When the player falls, show “Splash!” with the subtext “Jump across the moving platforms and try again.” When the player reaches the goal, show “Course clear!” with a subtext stating the remaining time, such as “You made it with 12.3 seconds left.” On any end-state, display a rounded orange “Run Again” button that resets the player to the start, restores the timer to 60 seconds, clears the message, and resumes play. During success, update the HUD status to “Course complete”; otherwise keep “Reach the flag before time runs out.” Render with antialiasing, soft directional sunlight, hemisphere lighting, shadows, ACES-style tone mapping, and responsive resizing. Keep the screen uncluttered: the main visible elements should be the blue sky, course platforms, player, goal flag, and the two HUD panels; do not add enemies, collectibles, weapons, score, lives, or extra levels.