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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. Julia Fressata Rodrigues de Paulo 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 Julia Fressata Rodrigues de Paulo what you would add next.
Skyline Sprint was built by Julia Fressata Rodrigues de Paulo 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.
Recreate a browser-based 3D third-person obstacle-course game titled "Skyline Sprint". Use a dark navy sky/background (#07111f) with atmospheric fog extending from roughly 28 to 95 world units, soft shadows, a bright cool hemisphere light and a strong directional sunlight. The camera should follow a small orange-red rectangular runner from behind in third person, with a perspective view and enough distance to see the floating course ahead. The playable course is a sequence of elevated rectangular box platforms suspended in empty space and climbing forward along the negative Z direction. Make the platforms solid boxes about 0.7 units thick with blue materials and dark navy trim platforms: a dark starting platform centered at (0, 0, 0), size 8 x 8; fixed platform 1 at (0, 2.2, -8), size 5.5 x 4.5; fixed platform 2 at (4.5, 4.4, -15), size 4.5 x 4.5; fixed platform 3 at (-1.5, 6.8, -22), size 5.5 x 4.5; fixed platform 4 at (3.5, 9.2, -29), size 4.5 x 4.5; and a dark goal platform at (0, 11.6, -37), size 8 x 6. Add four bright cyan-blue moving platforms, each size 3.5 x 3.2: one based at (-4, 1.1, -4.5) moving side-to-side on X with amplitude 4.5, speed 1.2, phase 0.2; one based at (1.5, 3.2, -11.5) moving on Z with amplitude 3.0, speed 1.0, phase 1.7; one based at (-2.5, 5.6, -18.7) moving on X with amplitude 4.2, speed 1.4, phase 2.3; and one based at (1.5, 8.1, -25.5) moving on Z with amplitude 2.8, speed 1.2, phase 0.9. Animate each using sine motion over time, and carry/reflect the platform movement naturally if supported. The player is an orange-red box approximately 0.9 wide, 1.4 tall, and 0.9 deep, starting at (0, 1.3, 0). Provide physics-based movement with WASD or arrow keys, jumping with Space, and a temporary sprint/boost with Shift. Use roughly 7.5 movement speed, 10.5 jump speed, gravity -24, and a slope limit around 42 degrees. The player must jump and steer across the fixed and moving platforms while preserving momentum; falling below Y=-8 respawns the runner at the start and changes the status to "Back to the start — keep moving". Include a short respawn cooldown to avoid repeated immediate resets. At the end, place a rotating gold beacon at (0, 13.3, -37): a glowing gold cylinder about 0.65 radius and 2.8 height, plus a gold torus/ring around its base at (0, 12.6, -37). Rotate the beacon around Y and the ring around Z continuously. The player wins when within about 2.2 units of the beacon. The run has a 55-second time limit; count elapsed time only after starting, show remaining time as a one-decimal digital-style value initially "00.0" in the visible pre-start layout, and continuously update the countdown during play. If time reaches the limit, end the run with a failure state. Create a polished HUD over the 3D scene. In the upper-left, show a translucent dark rounded panel with a thin light border, subtle blur/shadow, the uppercase spaced title "SKYLINE SPRINT" in light cyan, a large bold timer, and status text initially "Reach the gold beacon". In the center before play, show a large translucent dark rounded instruction card with the title "Skyline Sprint", the exact instructional copy "Cross the floating course before time runs out. The blue platforms move — jump, steer, and keep your momentum.", and a rounded light-cyan "Start Run" button. Include a bottom-right pill hint reading "WASD / arrows · Space jump · Shift sprint" on desktop, hidden on narrow mobile screens. The initial view should match the provided screenshot: dark lower screen, blue atmospheric upper horizon/scene, the centered start card, and the top-left HUD. When the player reaches the goal, hide the start card and display a centered result card titled "Course Clear!" with text like "You reached the beacon in X.X seconds.", set the button label to "Run Again", and change the HUD status to "Beacon reached". On timeout, show "Time Up" with the text "The course is still there. Try again and use the moving platforms to save time.", set the button to "Run Again", and show "Run over". Clicking Start Run/Run Again resets elapsed time and player position, starts the run, hides the message card, and restores status "Reach the gold beacon". Use clean low-poly geometric visuals, blue/cyan platform accents, orange player, gold goal, strong contrast, and no enemies or collectibles.