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Arcade › Skyline Stunt Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Colton Ilgenfritz STUDENT built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyline Stunt Run yet. Play it, then tell Colton Ilgenfritz STUDENT what you would add next.
Skyline Stunt Run was built by Colton Ilgenfritz STUDENT 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 Stunt Run 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 browser-playable 3D arcade stunt racing game titled “Skyline Stunt Run.” Use Three.js or an equivalent WebGL 3D engine with a dark navy night-sky background, fog, soft shadows, cinematic tone mapping, and a third-person chase camera positioned behind and above the player. The camera should follow a small futuristic rocket bike down a long straight rooftop race deck, looking forward along the course; smoothly track the bike’s lateral position and jump height. The course is a broad dark blue-gray rectangular road/deck extending into the distance, with glowing orange-red rails along both sides and repeating short blue-gray center stripes. Put dark silhouetted rectangular city buildings on both sides at varying widths and heights so the scene reads as a nighttime skyline. Add several stunt ramps along the center of the course, approximately at intervals down the track, oriented to launch the bike forward. The player bike is a stylized low-poly vehicle: a coral-red/bright red compact frame and tank, dark rider helmet, cyan handlebar, two dark ring wheels, and a bright cyan exhaust/nitro flame at the rear. Cast shadows beneath the bike and make the flame visibly enlarge during nitro. The game begins with a full-screen translucent dark start overlay. Center a bordered rounded card with the large two-line orange/coral title “SKYLINE STUNT RUN,” subtitle text explaining “Run a rooftop circuit on a rocket bike. Chain flips, collect shop cash, smash drones, and boost across the finish,” and a coral “START RIDE” button. Clicking the button starts play and removes the overlay. Show a persistent top HUD: left rounded panel with “SKYLINE STUNT RUN” and “RACE • FLY • CASH OUT”; right rounded stats panel showing money, score, lap (initially 1/3), nitro percentage, and “COMBO x1.” Use a glowing cyan/orange/purple neon palette and translucent navy panels. Display temporary large gold toast messages near the upper center for events such as starting the ride, collecting nitro, smashing rivals, flip landings, collisions, new laps, and finish bonuses. At the bottom-left show controls: “WASD / arrows drive • Space jump • Q/E flip • X kick • Shift nitro” and “Land clean to keep your combo multiplier alive.” Include touch controls along the bottom for left, right, Q rotate, GO, JUMP, E rotate, and KICK; make them round semi-transparent buttons and ensure they work with pointer/touch press-and-release. Core driving: the player accelerates while Up/W is held, naturally slows when it is not held, and brakes/reverses with Down/S. Clamp speed between zero and a high arcade speed. Left/Right or A/D move the bike laterally across the deck, with steering responsiveness increasing somewhat with speed, while clamping the bike inside the two orange rails. Shift consumes nitro and provides a strong acceleration boost while enlarging the cyan exhaust flame. Nitro starts at 0%, is gained from pickups, and is capped at 100%. Place a sequence of collectible gold ring-shaped cash pickups along the course in several lateral lanes. When the bike comes close, hide the pickup, add0, add score based on the current combo, and increase nitro by 5%. Place occasional cyan faceted nitro pickups; collecting one hides it, adds 35% nitro, and adds score. Place floating purple faceted rival drones at intervals and animate them bobbing and rotating. A drone collision should heavily reduce speed, remove score, reset the combo, and show a “RIVAL HIT — KICK THEM” message. Pressing X performs a short-cooldown kick pulse: any nearby living drone is destroyed/hidden, awarding5 and score multiplied by the current combo; if no drone is nearby, show “KICK PULSE.” Place occasional yellow/orange low rectangular road barriers in alternating lanes. Hitting one hides/deactivates it, reduces speed substantially, resets the combo, and shows “BARRIER HIT.” Jumping and stunts: Space or the touch JUMP button launches the bike if it is grounded. Simulate vertical velocity with gravity; while airborne, the bike rises and falls, and it should visibly rotate around its forward axis while Q and E are held (opposite directions for the two controls). On landing, count complete 360-degree rotations. If one or more flips were completed, award 150 points and dollars per flip multiplied by the current combo, increase the combo up to x9, refresh the combo timer, and show a message such as “1 FLIP LANDING • +50.” If no flip was completed, reset the combo and show “ROUGH LANDING.” Successful cash pickups and clean stunt landings should maintain a timed combo window of roughly three seconds; when it expires, return the multiplier to x1. The race is a looping three-lap-style run. Track progress along the long deck, update the lap display as the player reaches course intervals, and when the bike passes the far end, wrap it back to the starting end. Continue for three laps; when the final lap completes, award a50 finish bonus and 800 score and show “FINISH BONUS +50,” then continue the loop/reset lap behavior rather than presenting a separate results screen. The intended goal is to drive quickly, collect cash and nitro, avoid barriers and drones or kick the drones, use ramps and jumps to chain flips, and finish with a valuable combo. Use low-poly geometric meshes with emissive materials: coral bike, cyan neon elements and flame, gold cash, purple enemy drones, orange barriers and rails, and dark blue road/city. Add hemisphere, warm directional, and cyan rim/point lighting, fog beginning close to the distant course, responsive resizing, and smooth camera interpolation. Keep all displayed HUD values synchronized with the actual state: money, score, lap, nitro percent, combo, and transient event messages.More free browser games