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Skyline Steps

  • 3d
  • first-person
  • parkour
  • platformer
  • collectathon
  • 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. King 999 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Skyline Steps yet. Play it, then tell King 999 what you would add next.

Make your own game

Skyline Steps was built by King 999 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 Steps 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 Steps

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 Three.js-style first-person 3D parkour game titled “Skyline Steps.” Render a bright low-poly floating-island course against a clear sky-blue background with matching distant fog. Use a perspective FPS camera with a small white circular crosshair centered on screen; mouse-look/pointer lock begins when the player presses START RUN or clicks the canvas afterward.

Build the level as a linear ascending route of five floating grassy islands. Each island should have a thin rectangular green grass top and a large faceted brown dirt/cone-like underside tapering downward. Place them along the route at these approximate coordinates and sizes: starting island at (0,0,0), width 14 and depth 12; green island at (14,2,-5), width 9 and depth 8; blue island at (28,5,1), width 8 and depth 8; tall island at (40,9,-7), width 9 and depth 7; finish island at (55,13,3), width 13 and depth 11. Connect the gaps with four small tan rectangular parkour slabs at approximately (7,1,-1.5), (20.5,4,-2), (34.5,7,0), and (47,11,-3), each about 3 wide, 1 high, and 2.2–2.4 deep. The course should require jumping between elevated platforms; falling below y=-18 respawns the player at the starting island and increments the Falls counter.

Use simple stylized low-poly materials: grass tops are green, dirt bodies are brown, slabs and rails are warm tan, and the sky is light blue. Add a few decorative low-poly environmental props loaded as simple cube-world assets: trees on the start and finish islands and one mid-course island, plus scattered tufts of grass on the islands. Add two tan visual guide posts/rails on the starting island. Light the scene with soft hemisphere fill and a warm directional sun, with shadows enabled, giving the objects a clean sunny low-poly appearance.

Place exactly six glowing cyan collectible orbs, shaped like faceted small icosahedrons, hovering and gently bobbing above the route at approximately: (3,2.2,-1), (14,4.2,-5), (24,7.2,0), (34,10.2,2), (45,14.2,-7), and (58,16.3,3). They should slowly rotate, emit cyan light, disappear when the player comes within about 1.5 world units, and increase the collected count. The player is an invisible/object-only first-person avatar starting around (0,1.2,2), with WASD or arrow keys to move, Space to jump, and Shift to sprint. Use gravity and jumping suitable for traversing the ascending slabs and islands.

Overlay a fixed HUD in white text with a subtle dark-blue text shadow: large bold spaced title “SKYLINE STEPS” at the upper left, and below it a live status line formatted “Orbs 0 / 6 · Falls 0 · Time 0.0s,” updating collected orbs, respawn falls, and elapsed run time to one decimal place. At the bottom center show a rounded translucent dark-blue hint pill reading “WASD / arrows to move · Space to jump · Shift to sprint.” Initially show a centered orange rounded “START RUN” button with dark text; hide it when the run begins. Keep the HUD and hint visible during play. The run timer advances only after starting, and the game should support clicking the canvas to reacquire pointer lock. Do not add enemies, weapons, combat, lives, or other mechanics; the visible objective is to navigate the stepping-stone route and collect all six orbs.

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