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Arcade › Skyline Sprint

Skyline Sprint

  • 3d
  • platformer
  • arcade
  • time-attack
  • low-poly
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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. saruul bataa 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 saruul bataa what you would add next.

Make your own game

Skyline Sprint was built by saruul bataa 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 browser-based 3D platforming game titled “Skyline Sprint.” Use Three.js or an equivalent real-time 3D engine with a dark navy sky/background, atmospheric fog, soft shadows, and a fixed side-on/three-quarter perspective camera that follows the player horizontally and vertically. The scene should look like a stylized low-poly neon city skyline: place dark blue rectangular background towers behind the course, with a large dark purple void/reset floor far below. Use simple beveled-looking rectangular box platforms with bright cyan/blue materials and contrasting orange/red moving platforms.

The playable character is a small blocky humanoid character (a Kenney-style low-poly/block character is appropriate), positioned on the leftmost starting platform. The course progresses primarily along the world X axis and upward: a wide starting platform around x=-10, followed by elevated platforms around x=-3, x=3, x=9, and x=15, each roughly 4x4 units and separated by gaps. The platforms rise by about 3 world units per step. Add two orange/red moving platforms at higher elevations, one near x=0/y=9 and another near x=7/y=12; each moves back and forth along the X axis with a smooth sine-wave motion and different speeds/phases. The player should be able to land only when descending onto a platform, with horizontal movement constrained to approximately x=-13 through x=19 and no meaningful depth movement.

Core gameplay: on the initial “Ready?” overlay, explain “Cross the moving platforms before time runs out.” Press/click “Start Run” to begin a 60-second countdown. Move left/right with A/D or the left/right arrow keys; on touch/mobile, provide persistent bottom-left ◀ and ▶ hold buttons. Jump with Space, W, Up Arrow, or a bottom-right orange “JUMP” hold button. Implement acceleration-free direct horizontal movement at roughly 7.2 units/second, gravity around 25 units/second squared, and jump velocity around 10.5. Holding jump should only initiate a jump while grounded. If the player falls below the course, reset them to the starting position rather than ending the run. The goal is a glowing gold beacon at the far upper-right end of the course, consisting of a gold pole, a faceted/conical gold light, and a gold ring. When the player reaches approximately x>13.8 and y>12.5, stop the timer and show “Run complete!” with text reporting the remaining seconds. If the 60-second timer reaches zero first, stop the game and show “Time up!” with the message “The skyline is still there. Try a faster route.”

HUD and presentation: render a fixed HTML overlay above the canvas. At the top-left show a rounded translucent dark panel labeled “SKYLINE SPRINT” in spaced uppercase light blue text. At the top-right show the countdown as a large white number initially “60.0.” Center near the top show the help text “A / D or ◀ / ▶ to move · Space / Jump to leap · Reach the gold beacon.” Center the initial/end modal card on screen with a translucent dark rounded panel, the title, explanatory paragraph, and a blue rounded button. Initially show “Ready?” and a “Start Run” button; after winning or timing out, the button should become “Restart.” Add bottom controls: dark translucent rounded square ◀ and ▶ buttons at bottom-left and an orange-red rounded “JUMP” button at bottom-right. Buttons should support pointer/touch hold behavior and have subtle active feedback.

Use a cinematic but readable palette: background #101936, dark blue skyline blocks, cyan/light-blue platform tops and sides, orange-red moving platforms, purple-magenta lower void floor, and emissive gold beacon. Use directional warm light plus cool hemisphere light, enable shadows, subtle fog, and a perspective camera that smoothly tracks toward player.x+3.5 and player.y+4.5 while looking slightly ahead and above the character. Keep the geometry minimalist and blocky, matching the screenshot’s stylized floating-city obstacle-course appearance. Include responsive resizing for desktop and mobile screens.

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