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Arcade › Skystride
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Golden Razz built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skystride yet. Play it, then tell Golden Razz what you would add next.
Skystride was built by Golden Razz 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 Skystride 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-based first-person 3D parkour platforming game titled "Skystride". The player starts on the first of eight floating islands above a dark blue cloud-filled void and must move and jump across the ascending island chain to reach a glowing beacon on island 8. Use a Three.js-style 3D scene with a first-person camera and WASD or arrow-key movement, plus Space to jump. Movement should feel like an FPS controller with approximately 6.2 movement speed, 9.4 jump speed, and strong gravity around -25; the player should be able to maintain momentum and make sequential jumps between separated platforms. Support pointer/touch interaction for starting the game, and make the layout responsive for desktop and mobile. There is no combat, inventory, enemies, timer, score, lives, or collectibles. World and level layout: place eight separate floating square islands in a forward path along negative Z, with slight side-to-side offsets and increasing heights: island 1 at (0, 0, 4), size 7x7; island 2 at (3.5, 0.7, -3), size 5x5; island 3 at (-2.7, 1.8, -10), size 4.6x4.6; island 4 at (2.4, 2.9, -17), size 4.4x4.4; island 5 at (6.3, 4.2, -23), size 4.8x4.8; island 6 at (2.2, 5.8, -30), size 4.1x4.1; island 7 at (-3, 7.3, -36), size 4.3x4.3; and island 8 at (0.2, 9.1, -43), size 6x6. Each island is a thin mint/teal rectangular platform with a small luminous lavender rim, a dark purple faceted tapered rock/cone body hanging beneath it, and occasional low-poly rock props on the surfaces. Add a glowing torus jump marker near the forward edge of each island except the final one. At the center of the final island, add a finish beacon: a cyan glowing faceted cylindrical column about 2.6 units tall with a lavender glowing ring around it. Slowly rotate the beacon core and ring. Reaching within about 2.2 units of the beacon completes the run and changes the HUD text to "Beacon reached". If the player falls below y=-16, respawn them above the most recently reached island; progress must not go backward. Visual style: atmospheric low-poly fantasy/sci-fi sky parkour. Use a deep navy background (#0a1033), fog fading through the distant scene, cool blue/lavender lighting, cyan/teal island tops, dark violet rock undersides, and emissive purple/cyan trim. Add broad translucent blue cloud blobs/bands far below the islands. Use soft shadows, a perspective field of view around 72 degrees, ambient hemisphere lighting and a cool directional sun. The overall presentation should be clean, moody, minimal, and neon-accented rather than realistic. HUD and start screen: overlay a translucent dark navy rounded panel at the upper-left with a thin pale-blue border, showing uppercase "SKYSTRIDE" and large progress text initially "Island 1 / 8". Update the island number based on the nearest island, only advancing it, and show "Beacon reached" after completion. At the bottom center show a pill-shaped translucent instruction bar reading "WASD / arrows to move · Space to jump · reach the beacon"; on touch devices move it higher above the bottom edge. Before play, show a full-screen dark radial-gradient overlay and centered rounded translucent card. The card displays the large title "SKYSTRIDE", the subtitle "A first-person parkour run across islands above the clouds. Land cleanly, keep your momentum, and find the beacon.", and a rounded cyan-to-lavender gradient button labeled "Tap to play". Hide this overlay when the button or canvas is pressed. Keep the game view itself uncluttered and do not add any extra HUD systems.