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Arcade › Anime Theft Auto
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Leroy Ramzy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Anime Theft Auto yet. Play it, then tell Leroy Ramzy what you would add next.
Anime Theft Auto was built by Leroy Ramzy 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 Anime Theft Auto 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 arcade driving game titled "Anime Theft Auto", set in a compact neon cyberpunk city called Neo Tokyo Drift City. Use a dark purple/black night scene with exponential purple fog, cyan and magenta emissive lighting, wet-looking reflective roads, rain streaks, glowing lane lines, neon billboards, and a futuristic anime street-racing mood. The camera should be a smooth elevated chase camera behind and above the player's car, following its heading and looking toward the car; pull back slightly at higher speed. World: Build a bounded approximately 220x220 city slice made from a grid of broad dark roads crossing at regular intervals, with bright cyan north-south lane lines and magenta east-west lane lines. Place numerous tall commercial skyscraper models or similarly stylized neon buildings around the grid, glowing billboard signs reading words such as DRIFT CITY, KITSUNE CREW, YEN RUN, VOID POLICE, RACE TONIGHT, and NEO TOKYO, plus highway sign props around the outer roads. Mark five named areas with glowing circular district auras and floating labels: Neon Downtown at the center, Kuro Slums to the southwest, Glass Crown Towers to the southeast/northeast side, Underground Ring to the southwest/south side, and Highway Sprawl to the southeast. Keep the visible environment compact and bounded so the car cannot drive beyond roughly the city edges. Add animated falling rain across the scene. Player and driving: Start the player in the center at a neon pink/magenta racer car. It is a simple arcade vehicle with acceleration, braking/reverse, drag, steering, heading rotation, and a glowing underbody plane. WASD or arrow keys drive and steer: up accelerates, down reverses/brakes, left and right turn. The car should reach ordinary speeds around 42 and have a burst maximum around 55. Hold Space for handbrake drift: increase steering response and side slip, create cyan/magenta sparks beside the car, and award drift score and reputation while turning quickly at speed. Drift also gradually raises police heat. Show occasional white speed streak effects while boosting. Hold Shift to boost while moving fast; boost raises acceleration/speed, consumes a 0-100 boost meter, and regenerates when not boosting. Press R to reset the player to the central crossing, stop the car, and reduce heat. Street cars and theft: Add five moving civilian/street racer cars on the roads, in cyan, yellow, purple, and red/pink variations, traveling along lanes and wrapping around the city edges. When the player is close (about car-length distance), pressing E steals the nearest street car and swaps the player's position/heading with it, while the old player position becomes the street car's position. The stolen ride should give +40 reputation, +150 yen, increment a stolen-car count, immediately add about 28 heat, and show a toast message like "Ride stolen +150¥ · police heat rising". If no car is close, show a toast explaining that the player must pull up beside a street car. Mission gates: Place four large rotating neon rectangular gates, each made from two glowing vertical pillars, a glowing top bar, and a floating label. Use these positions/labels/rewards: DRIFT GATE around (18,-18), reward 250 yen; DATA DROP around (-36,0), reward 300 yen; HIGHWAY RUN around (36,36), reward 380 yen; BOSS CALL around (-18,54), reward 450 yen. When the player drives within roughly 5.4 units of an active gate, hide/deactivate it, award the reward plus reputation (100 for the first and increasing by 40 per gate), add some heat, advance the mission counter, and show a completion toast. Reactivate each gate after a delay of roughly 14-23 seconds so gates can be revisited. Rotate and pulse the emissive glow of active gates. Police and wanted system: Add three blue police interceptor cars with blue/red flashing siren or underglow effects. They begin positioned around the city and patrol slowly when inactive. Heat ranges from 0 to 100 and naturally cools over time, faster when there is no wanted level. Convert heat to a wanted level from 0 to 6 stars using approximately one star per 17 heat. As wanted level rises, police interceptors activate (or activate when heat exceeds 30), accelerate toward the player, steer to face/chase the player's current position, and ram/intercept them. A close police contact reduces hidden player health from 100 and increases heat; collisions should also slow the player. Do not invent combat or pedestrians: this is a driving-only playable slice. Progression/state: Track and display reputation, yen cash, heat percentage, six-star wanted level, mission progress, and the current district. The first mission HUD text should communicate "Steal the racer, drift through neon gates, and lose the police." After missions, use text such as "Mission N: hit neon gates, steal rides, drift to build rep · District: [district]"; after all four gates have been completed, switch to a free-roam message showing the drift score. Reputation is earned from theft, gates, and drifting; cash is earned from theft and gates. Include a hidden/underlying health value affected by police even if it is not prominently displayed. HUD and presentation: Overlay the game with a fixed HUD that does not block canvas interaction. At the upper left, show a translucent dark purple panel with a thin magenta border/glow, large bold white techno text "ANIME THEFT AUTO", and cyan subtitle "Neo Tokyo Drift City". At the upper right, show a matching panel with "REP 0 · ¥ 0" style values, six gold star placeholders, and "HEAT 0%". Centered near the top, show a translucent bordered mission/instruction panel. Use white text with magenta/cyan glow, Orbitron-like techno headings, and Rajdhani-like body text. Display temporary centered toast notifications near the lower middle for theft, gate completion, district entry, and reset messages. On desktop show a lower-left hint: "WASD / Arrows drive · Space handbrake · E steal nearest ride · Shift burst · R reset". Mobile controls: On touch devices or narrow screens, show large translucent cyan-bordered buttons at the bottom: a four-button directional pad on the lower left (up arrow above left/down/right), and stacked BOOST, DRIFT, and STEAL buttons on the lower right. Buttons should support press-and-hold pointer input, while the HUD remains readable. Desktop keyboard controls and mobile controls must drive the same mechanics. Include subtle synth-like engine audio whose pitch rises with speed and short electronic blips for theft, gate completion, and drift sparks, initialized after user interaction. Make the scene continuously animate with driving, rain, police pursuit, gate pulsing, effects, and HUD updates.