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Arcade › Skyline Sprint

Skyline Sprint

  • 3d
  • third-person
  • parkour
  • time-trial
  • arcade
  • rooftop
0
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6 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sameer Pratap seth 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 Sameer Pratap seth what you would add next.

Make your own game

Skyline Sprint was built by Sameer Pratap seth 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 playable third-person 3D rooftop parkour time trial titled “Skyline Sprint.” Use a trailing over-the-shoulder camera behind a small blocky character, with mouse-look camera steering and a bright pale-blue sky, atmospheric fog, soft shadows, and a distant low-poly city made of dark blue-gray rectangular buildings. Build the course from modular industrial/retro urban rooftop tiles with metal-and-concrete textures and parapet edges. The route runs generally forward across separated elevated rooftops: a wide starting roof at approximately y=3, a slightly raised roof around z=13, a narrow wall-run entry, a wall-run exit, a ledge base, a higher roof around y=5, and a broad finish roof. Include visible gaps or low ground far below so falling is dangerous. Mark rooftop perimeter danger edges with thin glowing yellow strips. Add orange industrial barrier props at about z=10 and z=16 that are low enough to vault, plus an overhead orange beam around z=39 that blocks standing runners but can be passed by crouching/sliding. Place bright cyan vertical wall-run panels along both sides of the central gap from roughly z=23.5 to 34.5; a runner moving forward beside one while airborne can wall-run briefly, and Space kicks them away into a wall jump. Place a bright blue ledge cue at the transition to the higher roof; jumping/moving toward the higher platform allows a ledge climb. Add a glowing cyan ring at the start and at intermediate checkpoints, and a larger glowing gold/yellow finish ring on the final roof. Float optional collectible route markers along the path as glowing yellow-white faceted orbs with halo rings; collecting them increases score and hides them.

Core rules and movement: start with 75 seconds. The goal is to reach the gold finish ring before time expires. WASD moves relative to the camera; W is forward, S backward, A/D strafe. Mouse movement rotates yaw and pitch after clicking the game/pointer-locking. Space jumps when grounded, with a stronger jump while sprinting; Space also performs a wall-jump during a wall-run. Hold Shift while moving to sprint faster. Hold Ctrl while grounded and moving to slide/crouch; sliding is useful under the overhead beam. Running quickly into low orange barriers while moving forward vaults over them and awards score; otherwise barriers stop/rebound the player. Falling below the course or running out of time respawns the player at the latest checkpoint, deducts 100 score, and resets the current time to 75 minus 12 seconds per checkpoint, but never below 35. Reaching checkpoint 2 or 3 adds 12 seconds and 200 score. Reaching the finish ends the run and adds floor(remaining time*25) to the score. Optional marker values are +100, +150, +250, +250, +150, and +200. Award +35 for a vault, +25 for starting a wall-run, and +40 for a ledge climb. Keep the player’s movement physics responsive with acceleration, gravity, grounded detection, and collision/ledge handling.

Use a clean HUD over the game: a translucent dark rounded panel at the top with TIME (one decimal, initially 75.0), SCORE (initially 0), and CHECKPOINT (initially 1). Beside/below it show the objective text: “Reach the glowing finish before time runs out. Yellow edges mean danger, cyan walls can be wall-run, orange barriers can be vaulted, and blue ledges can be climbed.” Show a centered plus crosshair. At the bottom show transient rounded dark messages such as “Click, then run the rooftop course.”, “Sprint started — hit the gold finish!”, “Vault +35”, “Wall run +25 — Space to kick off”, checkpoint notices, respawn notices, and the final score. Include a large centered rounded start button with a yellow-to-cyan gradient reading “Click to start” and “WASD move · Mouse camera · Space jump”; clicking starts the run and requests mouse capture. A compact bottom-right controls panel lists WASD move, Mouse steer, Space jump / wall-jump, Shift sprint, and Ctrl slide/crouch. On narrow/mobile layouts, stack the top HUD and hide the controls panel. Use bold white typography, translucent navy glass panels, rounded corners, and strong readable contrast. Use Kenney-style CC0 retro urban rooftop assets and a Kenney-style blocky character if asset loading is available; keep procedural geometry limited to the readable yellow hazard strips, cyan wall-run effects, blue climb cue, glowing rings, route markers, and distant city blocks.

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