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Arcade › Aftershock NYC
Click the game above and it runs right here in your browser. No download, no installer, no account needed. mason built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Aftershock NYC yet. Play it, then tell mason what you would add next.
Aftershock NYC was built by mason 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 Aftershock NYC 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 bright, stylized low-poly third-person 3D ghost-busting game titled “Aftershock NYC.” The player controls a small white, capsule-shaped paranormal-response crew member wearing a dark proton pack, a glowing cyan visor, and a cyan wand. Use an over-the-shoulder/third-person camera that follows the player from behind at about 8 units away, with a slight camera FOV widening while moving. The scene is a compact city hub: a dark blue-gray paved ground plane and a wide very dark main street running through it, with short yellow lane markers down the center. Surround the street with simple low-poly commercial buildings in white, gray, and blue, including a Firehouse/“HOOK & LADDER 8” on the left, a “PARANORMAL RESEARCH” building on the right/front, “RAY’S OCCULT BOOKS” farther to the right/back, and another research wing. Place a stylized orange-red firetruck near the firehouse. Use a clear bright cyan sky with atmospheric fog, soft shadows, bright daylight, cool blue ambient lighting, and saturated cartoon/toon-like materials. Add floating sign labels above the relevant buildings. The core objective is to find the rogue specter in the city near the Firehouse, aim at it, and contain it. Put a blue/dark stylized flying ghost enemy in the hub, hovering around its starting location near the center of the street, with a subtle vertical bobbing motion and a flying-idle animation. The player begins farther down the street. The ghost has an invisible energy value starting at 100. Pressing F, Space, clicking the game view, or tapping the large on-screen BUST button fires a luminous translucent cyan proton stream from the player’s wand toward the ghost. Show the stream as a glowing beam/cylinder connecting the player and the ghost; keep it visually pulsing. Each firing action drains ghost energy by 18 multiplied by the selected crew member’s power. Phoebe is the default crew member with speed 6.6 and power 1.2, Trevor has speed 7.6 and power 0.95, and Ray has speed 5.8 and power 1.45. When the energy reaches zero, mark the specter trapped, award 3 ecto-parts, and display a message that it was contained. After roughly 2.6 seconds, respawn a fresh active anomaly at a random nearby position and reset its energy to 100. Support movement with WASD or arrow keys, jumping through the third-person controller, and mouse dragging to look around. Include touch-friendly interaction: a large circular orange/yellow gradient BUST button at lower right that fires the beam. Press Q to toggle the PKE meter. The PKE state is initially OFF and appears in the HUD as “PKE: OFF”; when enabled, change it to “PKE: ON” and show a status message such as “PKE sweep active — follow the cyan trail to the anomaly.” There does not need to be an actual trail, but when the player comes within 4 units of the active ghost while PKE is on, show a “PKE ping: anomaly is close. Press BUST / F to tether it.” message. Press number keys 1, 2, or 3 to switch between Phoebe, Trevor, and Ray, update the crew HUD, and show a brief message that the selected crew member is on point and their unique field profile is loaded. Build a fixed translucent dark glass HUD over the 3D view. At upper left, show a rounded dark panel with the cyan title “AFTERSHOCK NYC” and subtitle “A bright ghost-busting adventure slice.” At upper right, show rounded chips reading “Crew: Phoebe,” “PKE: OFF,” and “Ecto-parts: 0,” updating dynamically. Put a small cyan plus crosshair at screen center. At bottom left, show a rounded status panel initially reading “Find the rogue specter near the Firehouse. Beam it, then trap it.” At bottom center, show a pill-shaped control hint: “WASD / arrows move · mouse drag looks · F or tap BUST · Q PKE · 1–3 switch crew.” Put the circular BUST button at the lower right with bold “BUST” text. Keep the overall presentation colorful, polished, clean, and readable, like a compact arcade adventure slice rather than a realistic simulator.