Arcade › Skyline Sprint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Enock Toussaint 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 Enock Toussaint what you would add next.
Skyline Sprint was built by Enock Toussaint 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 third-person 3D obstacle-course game titled “Skyline Sprint.” The player controls a small blocky humanoid runner on a series of floating platforms in a dark blue nighttime/skyline-like void. Use a perspective camera following behind and slightly above the player, with mouse/touch drag to look around. The camera should feel like a third-person follow camera at roughly 10 units distance, with a moderately wide perspective view. Render with soft shadows, fog fading into the dark background, cool blue ambient/rim lighting, and warm directional highlights. Core objective and rules: start the player on a large blue rectangular platform at world position approximately (0, 0, 0), then reach a glowing green beacon on the finish platform before a 45-second countdown reaches zero. The HUD timer displays tenths of a second, starting at “45.0s,” and turns pink/red when below 10 seconds. If the player reaches within about 2.5 world units of the beacon, immediately win. If the player falls below y=-8, respawn them at approximately (0, 3, 0) and subtract 2.5 seconds from the remaining time. When time expires, stop gameplay and show a failure overlay. On success, stop gameplay and show a success overlay. Both outcomes should offer a “Run it again” button that resets the player, timer, moving platforms, and status text. Movement: support WASD and arrow keys for directional movement, jumping with Space, and drag input to look around. Give the controller approximately 7.5 movement speed, 10.5 jump speed, downward gravity around -26, and allow ordinary platforming jumps. The player should be able to move and jump between separated platforms; there are no enemies, weapons, collectibles, lives, or score systems. Course layout: make the platforms thick rectangular slabs with dark blue sides and lighter blue top trim. The starting platform is about 7 by 7 units. Ahead and upward, place these platforms in sequence: a 4.5 by 4.5 platform around (7, 2.6, -3) moving side-to-side along the x axis with amplitude about 2.2 and speed about 1.2; a 4.2 by 4.2 platform around (13, 5.5, -8) moving along z with amplitude about 2.4 and speed about 0.9; a 4.8 by 4 platform around (8, 8.1, -14) moving along x with amplitude about 2.7 and speed about 1.05; a 4.4 by 4.4 platform around (1, 10.8, -18) moving along z with amplitude about 1.9 and speed about 1.35; and a stationary finish platform about 8 by 6 units around (11, 13.8, -23). Each moving platform oscillates sinusoidally around its base position. Make the platform gaps and height changes require jumping and timing. At the finish platform, place a bright neon green beacon at approximately (11, 15.9, -23): a thin green glowing vertical pole about 3.2 units tall with a glowing green orb near its top. Animate the orb with slow rotation and a subtle vertical bob, and add a green point light around it so it visibly glows. The player is a blocky character, with a visible yellow/orange marker or head/center and a simple low-poly/blocky humanoid appearance; use a blocky character model if available. Keep the player casting a soft shadow. Visual style: clean low-poly arcade presentation, dark navy background and fog, blue-gray floating platforms with lighter cyan-blue top surfaces/trim, a warm yellow-orange player, and the green beacon as the main goal accent. Use a restrained futuristic HUD with translucent dark navy glass panels, rounded corners, thin pale borders, and light blue typography. In the upper-left HUD panel show the uppercase title “SKYLINE SPRINT,” the large countdown timer, and the instruction/status text “Reach the green beacon before time runs out.” At the bottom center show: “WASD / arrows to move · Space to jump · drag to look”. End-state overlay: dim the scene with a translucent dark layer and center a rounded dark card. On failure display “Time’s up” and “The skyline slipped away.” On success display “Beacon reached!” and a message such as “You made it with [remaining seconds] seconds left.” Include the prominent light-blue “Run it again” button. After success update the HUD status to “Course complete.”; after failure use “Try a faster route across the moving platforms.”