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Skythread Ascent

AI generated. An illustrated 2D climbing game with three routes, eighteen ledges, rope swinging and reeling, stamina, moving landings, wind, checkpoints, saved climbs and PNG postcards.

Screenshots

Screenshots supplied by the seller.

Description

AI generated. Carry a thread of courage from base camp to a lantern above the clouds. Eighteen ledges form each of three designed routes. Morning terraces offers calm, generous landings. Dusk ribbons adds moving ledges, while Windward lanterns adds gusts to the climb.

Catch a marked sky anchor, move to swing and pull to shorten the rope. Release above a ledge, land to rest and refill stamina, then choose the next anchor. Every third ledge creates a recovery checkpoint. There are no limited lives, and you can return to the last checkpoint with a time and score penalty.

Collect optional sky ribbons as you climb. Original procedural sky art, a small illustrated climber, a height rail, reachable anchor outlines and optional gentle synthesis help make the route readable. On screen controls sit directly beneath play on small screens. Keyboard controls and direct anchor tapping offer alternatives.

Save the complete climber, rope, route and checkpoint as JSON, or prepare a PNG postcard of the current view. Records are local and unverified.

Condition

Development stage: Mostly built (seller-declared)

Seller-declared: provided by the seller, not independently verified by SellMyVibe.

  • Solo creator
  • Mainly AI-generated
  • Under one month in development
  • Mobile-friendly
  • Tests included
  • Setup guide included
  • Demo available

What works

  • Three designed routes with small seeded ledge shifts
  • Eighteen one way ledges and sky anchors per route
  • Fixed step gravity, grounded jumping and air movement
  • Rope distance constraint, swinging and winch reeling
  • Stamina drain, rest recovery and empty stamina release
  • Moving ledges and anchors on Dusk and Windward routes
  • Wind affecting airborne movement on Windward
  • Checkpoints every third ledge and manual recovery
  • Optional collectible ribbons and local finish score
  • Reach outlines, height rail, nearby controls and direct anchor selection
  • Validated JSON climb saves and PNG postcards
  • User activated original synthesized effects

What’s unfinished

No online co op, account, cloud save, verified leaderboard, native app, gamepad, custom route editor, endless procedural world, inventory, enemies or story campaign. Native browser download delivery and file picker restore are not fully verified. Viral reach, retention and long term balance have not been measured.

Included assets

Complete editable browser game source

Original procedural mountain, cloud, ledge and climber art

Original Web Audio synthesis source

Jump, rope, winch, stamina, wind, moving ledge and save checks

Scripted complete climbs for all three routes

Model generated rope, checkpoint and summit example saves

Setup, asset license and verification notes

Actual running desktop and mobile screenshots

Technologies

HTML, CSS, JavaScript, Canvas 2D, Original Web Audio synthesis

Setup requirements

Open index.html or serve the folder with any static web server. Begin on Morning terraces. Use Hook ahead, toggle Pull up and release above a ledge. Move to adjust a swing, jump from a grounded ledge and rest for stamina. Save explicitly before closing. Run node tests.cjs for model and complete route checks.

Dependencies and ongoing costs

A current browser with JavaScript and Canvas 2D. Optional sound requires Web Audio. No external runtime library, paid API, account backend or network service. Node.js is needed only for development checks. Static hosting may be supplied by the buyer; no hosting purchase or recurring service is included.

Known limitations

This is an original solo 2D browser climbing game with three compact designed routes. Seeds vary horizontal ledge placement by small offsets, not the entire terrain. Physics uses a simplified fixed 120 Hz distance constrained rope and winch, not cloth simulation or a general rigid body engine. Platforms are one way: the climber and rope may pass upward through them, with landing from above. Anchors attach immediately within 280 game units without projectile travel or obstacle occlusion. Reeling shortens rope to a minimum of 38 units. Wind is a deterministic horizontal force. Falling 180 units below the checkpoint returns the climber, and manual returns are available. Each return adds five seconds and a score penalty. Runs close at thirty minutes of climb time. Saves are limited to 1 MB; there is no automatic storage. Local scores, postcards and saves are editable and unverified. Physical touch hardware, gamepad, extended assistive technology sessions and broad browser performance are unverified. AI generated disclosure is visible in the game and listing.

Listings are reviewed for completeness and clarity before publication. Approval is not a guarantee of quality, ownership, security or commercial success. Read the details and ask questions before buying.