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Arcade › Skypark Obby
Click the game above and it runs right here in your browser. No download, no installer, no account needed. lexh104 built it with Cinevva, so it works on a phone or a tablet too.
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Skypark Obby was built by lexh104 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 Skypark Obby 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 third-person 3D obstacle-course game titled “Skypark Obby,” with a clean low-poly, classic Roblox-style look. Use a dark navy sky/background with atmospheric fog, soft cool hemisphere lighting and a white directional light. The camera should be a smooth-follow orbit camera positioned about 6 units behind and above the player, looking at the player’s upper body; allow mouse or touch dragging to rotate yaw and pitch, clamping pitch so the view stays practical. Build the level as a floating parkour route made from solid rectangular blocks. The player starts on a large light gray 6x1x6 square platform at world origin. Ahead is a long rising staircase of 14 platforms, each roughly 1 unit thick, with alternating offsets and sizes: use a repeating pattern of forward steps, right/left zigzags, and a wider section, ascending around 0.7 units per step. Most platforms are dark slate gray. Include gaps requiring the player to jump. Add three small glowing cyan checkpoint pads on top of the route after steps 4, 9, and 13; these save the player’s respawn location and increment the checkpoint counter. Add a green glowing finish pad beyond the final platform (about 2.2x0.25x2.2), and winning occurs when the player lands/touches it. Include two dark slate moving platforms in the mid-course challenge: one slides side-to-side along the X axis with about 2.4 units of travel and another moves along Z with about 2 units of travel. Add tall, thin, very dark decorative columns rising around both sides of the course in the distance, but make them non-collidable scenery. Below the course, show a far-away dark blue ground plane purely as visual background; falling below y=-20 triggers a respawn. The player is a simple capsule-like low-poly figure: an orange cylindrical body about 0.76 units wide and 1.12 units tall, topped by a slightly larger yellow sphere head. Use simple matte/rough materials and no facial details. Implement basic physics with gravity around -24, ground friction, air control, and solid sphere-vs-AABB platform collisions. The player can move relative to the camera yaw, accelerate on the ground and more weakly in air, with a normal maximum horizontal speed around 7.4; sprint increases speed by 1.35x while grounded. Jump with an initial vertical velocity around 9.0. Let the player land on platforms, stop downward motion on contact, and inherit a small amount of moving-platform motion. Desktop controls: WASD or arrow keys to move, Space to jump, Shift to sprint only while grounded, R to respawn at the latest checkpoint (or restart after winning), and mouse drag on the game view to orbit the camera. On touch devices, automatically show a translucent virtual joystick at lower left, plus JUMP, SPRINT, and R buttons at lower right; dragging elsewhere rotates the camera. Start at player position approximately (0,2.6,0), and store respawn positions above the start or checkpoint pads. Falling or pressing R before victory increments the Deaths counter and respawns; pressing R after victory resets the timer and checkpoint progress and starts over. Add small synthesized tonal sound effects for jumping, checkpoint activation, falling/respawning, and victory if audio is available. Overlay a compact HUD in the upper-left: a rounded translucent dark panel showing “Time” with a live timer to two decimals, “Deaths,” and “Checkpoint.” Below it show temporary status messages such as “Reach the green finish pad,” “Checkpoint 1!”, “You fell,” “Respawn,” “You win! Press R to run it again.” Also show the control hint: “WASD / Arrows to move • Space to jump • Drag to rotate camera • R to respawn • Shift to sprint.” When the player reaches the green finish pad, stop the timer, preserve the final time, and display the win status while still allowing movement; R restarts the run. Keep the visual presentation uncluttered, with block geometry, dark atmospheric surroundings, bright cyan/green objective pads, and no enemies or collectibles.