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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. Nikita Londhe 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 Nikita Londhe what you would add next.
Skyline Sprint was built by Nikita Londhe 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 obstacle-course game titled “Skyline Sprint” (the page title can be “Skyline Sprint Obby”). Use Three.js or an equivalent real-time 3D engine. The camera should follow the player from behind and slightly above at about an 8-unit distance, with a 62-degree perspective view. The world is a bright skyway suspended in an empty cyan-blue sky: use a light blue background, matching distance fog, soft white volumetric-looking cloud clusters made from overlapping spheres, strong hemisphere fill light, and a bright directional sun with soft shadows. Keep the presentation colorful, clean, toy-like, and low-poly with saturated materials. The player is a small animated humanoid robot/mech viewed from behind. Use a stylized flat-colored mechanical character with a chunky torso, head/antennae, articulated arms and legs, and large mechanical feet. It should cast a soft circular shadow below it. Load or recreate idle, running, and jumping/falling animation states: idle while still, run while moving, and jump/fall while airborne. The player starts at (0, 1, 4) on a broad starting pad. Movement uses WASD or arrow keys, Space jumps, and Shift runs; show this exact instruction in a dark translucent rounded hint at the bottom: “WASD / arrows to move · Space to jump · Shift to run”. Support responsive third-person movement, jumping with gravity, and platform collision. Build a straight 20-stage zig-zag obstacle course extending toward negative Z. Each stage is primarily a colorful rectangular floating platform approximately 5.2 by 5.2 units and 0.8 units tall. Alternate platforms left and right across the course: odd stages at x=-3.1 and even stages at x=3.1, with each stage spaced 10 units along Z. Cycle bright platform colors such as pink, orange, cyan, purple, green, and magenta. The start platform is a larger 8-by-8 pad at x=0,z=8. Add a yellow checkpoint marker to every stage: a glowing yellow horizontal torus/ring about 1.3 radius mounted around a thin white vertical pole, positioned on the stage platform. Checkpoints should be visually obvious and should update the respawn point once the player passes them. Gradually make the course more difficult while staying faithful to this layout. On every fourth stage, place a red/crimson emissive lava hazard slab below/around the route. On every third stage, add a rotating purple horizontal bar with a yellow central hub above the platform; rotate it around its vertical axis. On stages where the stage number modulo 4 equals 1 (excluding stage 1), add a smaller moving platform near the stage, oscillating along the X axis; its range and speed increase with progression. On every fifth stage, add an extra small platform farther forward followed by another lava gap. The gaps and hazards should require jumping and careful positioning. Falling below the course or contacting a lava hazard should immediately respawn the robot at the latest checkpoint. The checkpoint respawn position should be just behind the checkpoint, with the initial respawn at the start pad. The rotating bars are visible obstacles in the course and should be treated as hazards/obstacles if the engine’s collision system supports it. Add a large finish plaza at the end around z=-212, with a 14-by-14 platform and a bright yellow gateway: two tall yellow posts, a yellow top beam, and a pink banner across the arch. Reaching the finish area after all 20 stages clears the game. Display a centered completion overlay with a dark translucent screen tint, a rounded gradient card in pink/purple/blue, the heading “You made it!”, the message “20 stages cleared. The skyway is yours.”, and a yellow rounded “Run it again” button. The restart button must reset the win state, hide the overlay, reset the stage and checkpoint to 1, and return the player to the starting position. The HUD is always overlaid above the 3D scene. At the top left, show a large dark navy translucent pill with a light border reading “STAGE 1 / 20” and update it according to the player’s forward progress. At the top right, show a matching pill reading “CHECKPOINT 1” and update it to the latest checkpoint. Use bold white sans-serif text, rounded capsules, subtle shadows, and mobile-friendly sizing. The game should be playable in a tall portrait viewport as well as desktop, with the canvas filling the screen and no scrolling. Keep the visual composition dominated by the cyan sky, floating colorful platforms, the robot centered in the foreground, and the receding zig-zag path of checkpoints ahead.