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Arcade › Skyline Swing
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Braylin Raymore built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyline Swing yet. Play it, then tell Braylin Raymore what you would add next.
Skyline Swing was built by Braylin Raymore 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 Swing 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 endless runner called “Skyline Swing,” shown from a third-person perspective behind and slightly above an original masked superhero runner. The runner automatically moves forward down an endless three-lane city road; the camera follows from behind with a bright blue daytime sky, warm horizon glow/fog, long soft shadows, and a low-poly/comic-book city skyline. Use a dark charcoal road about three lanes wide, pale lane markings and raised gray curbs, with tall blue-gray commercial skyscrapers on both sides and occasional warm glowing horizontal skyline accents. The visual style should be clean, colorful, stylized low-poly 3D using simple primitive geometry and city/vehicle-like assets, not a recognizable copyrighted superhero. The player avatar is a small original red-and-blue masked acrobat made from stylized primitives: red capsule-like torso, red spherical head, simple white angular eye shapes, blue rectangular arms and legs, and a pale cyan circular chest emblem/stripe. The character runs in place with alternating arm and leg motion while the world scrolls toward the camera. Keep the player centered initially in the middle lane, with three lane x positions (left, center, right) and smooth lateral movement/leaning when changing lanes. The player casts a soft circular shadow on the road that shrinks/fades while airborne. Core controls and goal: the game is an endless survival/high-score run. The player cannot stop or move forward manually; distance continuously increases and the forward speed gradually rises from a moderate starting speed to a capped faster speed. On desktop, A/D or Left/Right arrows move one lane left or right, clamped to the three lanes. Space, W, or Up Arrow performs a swing-jump only while grounded. On mobile, provide large bottom-left and bottom-center/side blue arrow buttons for left/right lane changes and a large bottom-right orange-yellow button labeled “WEB” for the swing-jump. A jump launches the avatar upward with velocity, reduced gravity during a brief swing period, then stronger gravity back to the road. During the swing period, visibly draw a thin bright white/cyan web line from the avatar’s upper body toward a high off-side anchor point ahead, making the motion read as a web-line swing jump. The avatar should rotate/tilt slightly while jumping and changing lanes. Populate the scrolling road with traffic obstacles placed in random lanes ahead of the player. Obstacles are randomly taxis, vans, or orange construction barriers; use stylized low-poly vehicle forms where available, with simple boxy fallback geometry if needed. Obstacles move toward the player with the road and respawn far ahead after passing behind. A collision occurs when the player and obstacle are in nearly the same lane and close in depth, unless the player is high enough above the road; jumping should let the player clear obstacles. The player has 3 hits/health. Each collision reduces Hits by one, resets the combo to x1, briefly flashes the scene with a pale red tint, and shows a short status message. After three hits, stop the run and show the game-over overlay. Also place floating cyan glowing faceted shards/orbs in random lanes and varied heights above the road. They rotate and bob gently as they approach. Collecting one hides it, increases the combo by 1 up to x9, and adds a bonus of 10 multiplied by the new combo to the distance/score, with a brief status message such as “Combo up — xN.” Missed pickups respawn far ahead. The displayed score should be the rounded distance traveled, continuously increasing during play; pickups add their combo bonus. Build a fixed HTML-style HUD over the 3D scene. At the top-left, show a translucent dark rounded panel titled “SKYLINE SWING,” a large gold score number, and a metadata row reading “Combo x1” and “Hits 3.” At the top-right on desktop, show a translucent instruction panel: “Comic-city runner. Move lanes with A / D or ← / →. Hit Space, W, or the WEB button for a swing-jump.” Keep the mobile controls visible along the bottom. Show temporary translucent status messages near the lower center for pickup and collision feedback. Before the run starts, show a full-screen translucent dark overlay over the city with a centered rounded card. The card has cyan uppercase eyebrow text “ORIGINAL HERO RUNNER,” a large two-line title “Skyline Swing,” a description explaining it is an original comic-city runner with daytime skyline, web-line swing jumps, lane dodges, pickups, and traffic obstacles, desktop and phone control instructions, and a bright cyan rounded “Start Run” button. On start, hide the overlay and initialize score 0, combo x1, Hits 3, middle lane, and a fresh arrangement of road, skyline, obstacles, and pickups. When the player loses all hits, show the overlay again with eyebrow “RUN FINISHED,” title “Traffic Caught You,” text reporting the covered distance in blocks, and a “Run Again” button. Render responsively for desktop and phone aspect ratios with safe-area-friendly HUD placement, using translucent glassy panels, rounded buttons, cyan accents, gold score text, and orange-yellow WEB styling.