SuperDive
Jump from a helicopter at 500 metres, fly a wingsuit through a city, and pull
your canopy as late as you dare.
Speed is easy to gain and hard to shed. Once you commit to a dive you carry
that energy — there is no braking into a gap you misjudged. The only way to
slow down is to flare until you are on the edge of a stall.
Points come from the risk you take, not the distance you survive. Skimming a
tower pays by the metre for every second you hold the line, and every metre of
altitude left when your canopy opens is charged against you.
── CONTROLS ──
SPACE jump from the helicopter, then open the canopy
W / S pull up (flare) / push over (dive)
A / D turn
SHIFT boost, up to 350 km/h
1-4 camera: chase / first person / cinematic / wide
R restart
── SCORING ──
+ Distance flown
+ Peak descent rate
+ Risk — metres of clearance shaved off a tower, per second
− Canopy altitude — free below 15 m, charged above it
Crash into anything while gliding and the run scores zero.
Your best score is saved in your browser between sessions.
── TIPS ──
Dive early to build speed you will keep for the whole run.
The gaps between towers are wide enough — flying straight is not.
Pulling at 200 m is safe and worthless. Pull at 30 m.
Character and helicopter models were generated with VARCO 3D from
AI-generated reference images, then rigged, retextured and integrated by hand.
| Status | In development |
| Platforms | HTML5 |
| Author | maple-rain |
| Genre | Sports |
| Made with | Unity |
| Tags | Arcade, Flying, Low-poly, Procedural Generation, Score Attack, Singleplayer, skydiving, speed, Unity, wingsuit |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |
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