Arcade › ASMA MOTI
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Abdul baksh quraishi built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about ASMA MOTI yet. Play it, then tell Abdul baksh quraishi what you would add next.
ASMA MOTI was built by Abdul baksh quraishi 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 ASMA MOTI 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-playable third-person 3D action/exploration game titled “ASMA MOTI,” set in a bright stylized low-poly city called Sunloop City. Use a sunny cyan sky with light fog, green ground, soft shadows, and a simple colorful toy-like art style. The camera is a smooth perspective chase camera behind and above the player, with a right-side virtual control rotating yaw and changing pitch; keep the player or current vehicle centered and look toward its upper body. World: make a large flat green city ground with a grid of wide dark-blue roads crossing through it. Add four prominent colorful block landmarks: THREADSPARK CLOTHING at approximately (-20,-18), VEHICLE VAULT at (22,-18), SUNLOOP SCHOOL at (-22,20), and GARAGE at (20,20). Surround the city perimeter with small colorful cubic homes in orange, pale blue, and yellow, some paired with simple cone-shaped green trees. Add a green rectangular park near (0,24) and an orange inclined ramp near (32,5). The game may include large commercial tower props around the far corners. Player: create a simple stylized humanoid named Asma Moti, initially placed near the road grid around (0,1.35,7). The character has brown skin, a spherical head, a bright blue boxy shirt, dark navy pants, rectangular arms and legs, and a basic low-poly silhouette. Offer a clothing shop at THREADSPARK CLOTHING: when the player is within roughly 6 world units and not driving, show a modal called THREADSPARK SHOP with three free outfit buttons: Sky Runner (bright blue shirt/navy pants), Solar Street (orange shirt/dark gray pants), and Night Pulse (purple shirt/near-black pants), plus a back button. Core goal and progression: start with a full-screen dark translucent title modal reading ASMA MOTI, “Explore Sunloop City, collect star cores, and clear the energy patrol,” control hints, and a START ADVENTURE button. The initial mission is “Collect 5 star cores in Sunloop City.” Place seven glowing yellow spinning octahedral star-core pickups around the city at varied locations. When the player gets within about 1.6 units, hide the pickup, increase Stars by 1 and Coins by 10, and update the mission text to show remaining cores. At five stars, show “MISSION COMPLETE! Patrol intensity increased.” Increase patrol difficulty as stars are collected. Coins also increase slowly over time, and defeating enemies adds 25 coins. Enemies: place five glowing red/pink capsule-shaped “energy patrol” enemies in a row around z=-8. Each has three hit points and, when the player is within 17 units, moves/lerps toward the player. On contact within about 1.6 units, drain health continuously, with damage increasing with difficulty. The player fires small cyan energy spheres in the current facing/camera-yaw direction; each hit within about 1 unit removes one enemy hit point, and defeated patrols disappear. Include a bright purple ✦ fire button. Vehicles: place two colorful low-poly cars and two bikes around the city. Cars should have colored box chassis, pale translucent cabins, and four black wheels; bikes should have narrow colored bodies, seats, and two wheels. A RIDE button enters the nearest vehicle within about 3 units: hide the player, attach control to the vehicle, and change the mission to “Vehicle online — race to the glowing cores!” Driving uses forward/reverse acceleration and steering, and the chase camera follows the vehicle. Press RIDE again to exit, returning the player just beside the vehicle. Vehicles include red Coral Comet, mint Mint Meteor, purple Violet Viper Bike, and yellow Sun Spark Bike. Controls: desktop keyboard W/A/S/D moves the character relative to camera, Shift increases walking speed, Space jumps, E enters/exits nearby vehicles, F fires energy. On mobile, show a left circular virtual joystick for movement and a right circular joystick for camera yaw/pitch. Include bottom-right buttons: purple ✦ fire, RIDE, and orange ↑ jump. Jump only while on foot and grounded, with simple gravity and a visible hop. Add a top-center pause button that toggles between pause and play symbols and freezes gameplay. HUD: overlay fixed UI without blocking the 3D view. Top-left dark translucent rounded panel says ASMA MOTI and “Coins 0 · Stars 0”; top-right matching panel says HEALTH with a horizontal bar that transitions from pink/red to orange. Beneath the top area, show a dark rounded mission panel with the current mission. At upper right show a dark circular minimap with a cyan outline and a small yellow player dot whose position shifts based on world x/z. Keep text white with subtle shadow and use cyan accent borders. At game over when health reaches zero, replace the title modal with “GAME OVER,” “Sunloop City needs another run.” and a RESTART button. Keep the overall presentation mobile-friendly, full-screen, colorful, and faithful to the simple Three.js low-poly city aesthetic.