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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. Rocco Pinter 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 Rocco Pinter what you would add next.
Skyline Sprint was built by Rocco Pinter 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 playable 3D third-person rooftop parkour time trial called “Skyline Sprint.” The player controls a small blocky humanoid runner, visibly wearing an orange/tan top with teal-green lower clothing and dark blocky hair, viewed from a camera behind and slightly above the character. Use a bright daylight blue sky, light atmospheric fog, and a stylized city far below. Build the course as a mostly straight forward route along the Z axis, high above the city, using modular rooftop/construction geometry: cool blue-gray metal roofs, scaffold floors, narrow beams and planks, fences, ladders, pallets, barriers, and raised platforms. Safe surfaces have bright edge/accent strips (yellow on roofs and cyan on scaffold decks); gaps expose the void and should feel dangerous, with warm red/orange hazard indication below narrow crossings. The route should be linear and contain these actual sections in order: an 8x8 start rooftop around height 22 with fences on its south/east/west edges and a cyan checkpoint marker near its rear; three separated narrow beam/plank crossings over the void; a raised 6x6 rooftop around height 23.25 that can be reached by a context-sensitive climb/vault, with a ladder nearby; alternating pallet steps and another ladder leading upward; a 6x6 construction scaffold deck around height 27.4 with fences and the second checkpoint; three small horizontally moving scaffold platforms over successive gaps, moving left/right with sinusoidal motion and carrying the player if they are standing on them; a 5x5 scaffold landing deck around height 28.8 with the third checkpoint; a marked vertical wall panel section beside the route where sprinting while airborne triggers a brief assisted wall-run; a small raised landing roof; a final narrow plank; a pallet step; and a final 6x6 roof around height 31.85 containing a golden circular finish pad with a short pole and orange-red flag. Place large dark stylized industrial/commercial buildings and a broad city ground far beneath the route, but keep the course corridor clear. Add support tower blocks under the main roofs so the route appears elevated. Use soft shadows, bright blue sky, fog, and a clean low-poly/modular Kenney-like construction aesthetic. The player should have idle, walk, sprint, traversal, and finish/emote animation states if available. Core mechanics: WASD or arrow keys move; mouse controls the third-person camera look; Space jumps, and when pressed near a traversable ledge directly ahead it context-sensitively performs either a short vault or a higher climb instead of a normal jump; Shift sprints; R respawns at the latest checkpoint. The timer begins on the first movement, jump/traversal, or sprint input and counts upward in minutes:seconds.milliseconds. Falling sufficiently below the current checkpoint automatically respawns the player at that checkpoint, and R does the same; respawning normally preserves the timer, while pressing R after finishing restarts the run timer from the current/latest checkpoint. Checkpoints are glowing cyan rings with poles, pulse and rotate, and there are exactly three checkpoints: the start, the construction deck, and the landing deck. Reaching a checkpoint updates the respawn position and the HUD. The wall-run only assists when the player is airborne, holding Shift, and moving fast enough beside the marked wall; pressing Space during it launches away from the wall. HUD: overlay a dark translucent rounded panel at the upper left showing “00:00.000” initially and the live timer, and a matching panel at upper right showing “Checkpoint 1 / 3” (updating through 3 / 3). At the upper center show temporary rounded status messages such as “Reach the finish as fast as you can,” “Run started,” “Checkpoint 2,” “Respawn,” “Wall run,” and “Finish.” Put a small white circular crosshair at screen center. Along the bottom, show the instruction panel: “WASD move · mouse look · Space jumps and auto-vaults/climbs ledges · Shift sprints · R respawns at your last checkpoint”. When the player reaches the golden finish pad, stop the timer and show a centered dark translucent completion overlay titled “Course Clear,” the final time in cyan, and text explaining that the player made it across the skyline and can press R to run again from the last checkpoint.