Skip to content

Arcade › Skyline Steps

Skyline Steps

  • 3d
  • platformer
  • parkour
  • mobile
  • timed
  • vertical
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Busayo Omoyajowo 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 Busayo Omoyajowo what you would add next.

Make your own game

Skyline Steps was built by Busayo Omoyajowo 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 mobile-friendly 3D third-person platforming game titled "Skyline Steps". Use a bright sky-blue background with atmospheric fog, soft shadows, a dark blue ground far below, and simple stylized low-poly geometry. The camera is a perspective chase camera positioned above and behind/right of the player, smoothly following and looking toward the player as they climb. The playable character is a humanoid 3D animated model, with idle, walk, run, jump, defeat, and victory animations when available.

Build a vertical obstacle course made from seven dark royal-blue rectangular platforms with slightly raised pale-blue glowing rims. The course begins with a large stationary 6x6 platform at approximately ground level. Above and progressively farther along the course are six more platforms: a 2.8x2.4 platform around 1.5 units higher, a 2.6x2.2 platform around 3 units higher, a 2.5x2.2 platform around 4.5 units higher, a 2.6x2.2 platform around 6 units higher, a 2.7x2.4 platform around 7.5 units higher, and a final 4.2x3.2 platform around 9 units higher. Arrange them in a zig-zagging ascending route extending into the distance. The intermediate platforms move continuously: platform 1 slides left/right on the X axis with amplitude 3.2 and speed 1.25; platform 2 slides along Z with amplitude 2.4 and speed 1.35 and phase offset 1.4; platform 3 slides X with amplitude 2.5, speed 1.05, phase 2.2; platform 4 slides Z with amplitude 1.8, speed 1.5, phase .7; platform 5 slides X with amplitude 2.1, speed 1.2, phase 2.8. The first and final platforms remain stationary. Add a glowing gold/orange cylindrical beacon, about 1.8 units tall, on the final platform as the goal.

The player starts at the center of the first platform, about 1.1 units above its origin. Implement physics-based movement: horizontal acceleration from directional input, friction/damping, maximum horizontal speed about 7, gravity about 24, and jumping with vertical velocity about 9.2. The player can land on a platform when descending and within its surface bounds; when standing on a moving platform, carry the player along with that platform's movement. Falling below y=-3 ends a normal run. Reaching the upper goal area (above y=9.5, near the final platform and beacon) completes the run. In normal mode, show a running timer and record the best completion time; after falling show a failure state and allow replay. On completion show the finish time and allow restarting. The jump/replay action should reset the game when in a terminal state.

Support desktop keyboard controls: Arrow keys or WASD move, Space jumps. Support touch controls: a virtual joystick on the lower-left half of the screen controls horizontal movement, and a large gold circular JUMP button on the lower-right jumps. Starting any movement or jump starts the timer. Include a practice mode toggled by tapping/clicking the top HUD header or pressing P before starting. In practice mode, display PRACTICE instead of the timer, do not advance the timer, and reset the player to the start rather than ending the game when they fall; allow switching back through the header.

Render an always-on-top HUD as a translucent dark navy top banner. In normal play, show white bold text such as “TIME 0.0s” on the left and “Reach the gold beacon” on the right. In practice mode show “PRACTICE” and a yellow “Tap header to switch” hint. At the bottom-left draw a translucent dark circular joystick base with a cyan outline and cyan thumb indicator. At the bottom-right draw a gold/yellow circular button labeled “JUMP” in dark lettering. Before play, overlay a centered dark translucent panel reading “MOVING PLATFORMS,” with the instruction “Tap the header for practice mode.” In practice mode use “PRACTICE MODE” and explain that falls reset to the start. On falling display “FALLEN!” and “Tap jump to try again.” On victory display “FINISH!” or “PRACTICE COMPLETE,” with the elapsed time in normal mode and “tap jump to replay.” Keep the visual style clean and minimal: saturated blue platforms, pale cyan edge accents, bright gold goal and jump control, dark navy UI panels, blue sky, and no extra enemies, collectibles, weapons, or scenery not specified above.

More free browser games

Browse the whole Arcade →