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Arcade › SkyLock
Click the game above and it runs right here in your browser. No download, no installer, no account needed. logan.wyss built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about SkyLock yet. Play it, then tell logan.wyss what you would add next.
SkyLock was built by logan.wyss 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 SkyLock 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 lightweight Three.js/WebGL 2D side-view platformer titled “SkyLock.” Use an orthographic camera looking at a flat side-on world, with the camera smoothly following the player horizontally. Render a dark navy-to-blue atmospheric gradient background with fog, ambient light, directional light, and simple procedural textures: green grass over dark dirt for the starting meadow, blue tiled platforms, brown wood grain, gray speckled/cracked rock, and dark dirt. Keep the visual style as a minimal prototype made from flat rectangular meshes with subtle lighting and texture rather than detailed sprites. The player is a simple pale yellow rectangular avatar about 0.9 wide by 1.2 tall. The world is a linear chain of floating island sections extending to the right, with a dark empty sky surrounding platforms. Build three connected themed zones. Sky Meadow is the starting zone: broad grass ground platforms around x=-8 and x=10, elevated blue floating steps leading upward/right, a gold rectangular chest near the start, and a pink rectangular enemy patrolling the meadow. The chest gives 1 key and 2 wood when opened. The Upside-Down Forest is next: a dark dirt island with a thin green grass top around x=22, plus several brown hanging-tree/resource rectangles above it. Place a sign explaining “Gap ahead — craft a bridge (C).” The forest leads to a gap and a small right ledge; crafting a bridge plank costs 5 wood and places a brown rectangular bridge across the gap. Include a cyan floor switch on the ledge and a tall blue gate immediately beyond it; stepping on the switch permanently opens the gate and hides it. Add a sign explaining “Step on the switch to open the gate.” The Mountain Island is farther right: a broad gray rocky platform with a blue tiled top, several gray rock mining nodes, a tall gray cracked wall blocking the route, and a lavender glowing rectangular altar beyond it. Add a sign saying “Cracked wall — craft a bomb (C).” Crafting a bomb costs 5 stone; pressing Use near the cracked wall destroys/hides it. Reaching/intersecting the final altar displays a completion message such as “You reached the Ultimate Island altar — quest complete!”. Implement simple platform physics with A/D or left/right movement, horizontal acceleration/friction, gravity, solid AABB platforms and obstacles, jumping with Space, coyote time and jump buffering, and falling below the world causing respawn at the latest checkpoint (in this prototype the starting checkpoint is used). Falling removes 1 wood and 1 stone and restores HP to 3. The player starts with HP 3, wood 0, stone 0, key 0. Enemies are simple pink 1x1 rectangles that patrol between fixed bounds, are affected by gravity/platform collisions, damage the player on contact with cooldown and knockback, and have 2 HP. The player attacks in the facing direction with J or the touch Attack button; a short-range hit removes 1 enemy HP, and two hits defeat an enemy. Include at least one enemy in the meadow and another near the mountain approach. Add interactions: E or a touch Use button opens a nearby unopened chest and grants its loot; K or touch Mine mines the nearest tree or rock within roughly 1.7 world units, requiring three mining hits per node and granting +1 wood per tree hit or +1 stone per rock hit, with nodes shrinking visually and disappearing when depleted. C or touch Craft toggles a centered crafting modal. The modal has a dark translucent card with the title “Crafting,” explains Bridge Plank (5 wood) and Bomb (5 stone), provides craft buttons and a Close button. Bridge and bomb can each be crafted once; bridge placement happens immediately, while the bomb is carried until used at the cracked wall. Show contextual hint text for signs, mining, chest use, crafting, combat, falling, and puzzles. HUD: fixed at the top over the canvas using rounded translucent dark pills with light text. Show a wide hint/status message, inventory exactly in the style “Wood: 0 | Stone: 0 | Key: 0,” and “HP: 3.” At the bottom, provide mobile-friendly translucent rounded controls: left/right arrow buttons on the lower left and Jump, Atk, Use, Mine, Craft buttons on the lower right. Support keyboard and touch controls, prevent scrolling on the canvas, and make controls slightly subtler on desktop. Use simple generated tones for jump, mining, attacks, chest, crafting, switch, explosion, damage, and respawn if audio is available, initialized after first interaction. Ensure the game is playable on desktop and mobile, with responsive orthographic framing that preserves a consistent vertical view.