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Arcade › Block City Pursuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. fadhil dhilzz built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Block City Pursuit yet. Play it, then tell fadhil dhilzz what you would add next.
Block City Pursuit was built by fadhil dhilzz 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 Block City Pursuit 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-based 3D third-person low-poly game titled “Block City Pursuit,” set in a compact block-built city viewed from an over-the-shoulder camera. Use Three.js-style rendering with a pale blue sky, light fog, soft shadows, and simple colorful geometric models. World and camera: Build a flat square city approximately 190 x 190 world units. Cover it with green grass, then lay out a regular grid of dark asphalt roads: horizontal and vertical roads centered at -75, -45, -15, 15, 45, and 75, each 10 units wide. Add raised light-gray sidewalks along both sides of every road. Add repeated short lane markings: white on the horizontal roads and yellow on the vertical roads. Place simple rectangular buildings in the blocks, generally 7–13 units tall, in muted blue, red, green, purple, and tan colors. Add a few simple blue window strips to their faces. Buildings should act as visual colliders/obstacles. The overall visual style must be chunky, clean, low-poly/blocky, with ambient and directional sunlight, shadows, and mild distance fog. Player: Use a blocky humanoid avatar consisting of a bright blue rectangular torso, dark rectangular legs, and a round skin-colored head. Give the character a small dark gun held forward. Start the player near the center at about (2, 0, 4), with a third-person camera roughly 9 units behind the character and mouse-look. On foot, support WASD or arrow-key movement, Shift sprinting through the third-person controller, and Space jumping. Show a white plus crosshair at the screen center. The camera should follow the player in a standard third-person perspective like the screenshot. Vehicle: Place a bright blue blocky sedan near the player at approximately (6, 0, 10), with a blue body, pale translucent cyan cabin, and four chunky black wheels. Press E near it to enter; hide the humanoid while driving. Driving uses W/S or Up/Down for forward/reverse acceleration and A/D or Left/Right to steer. The car should have smooth acceleration toward a maximum speed around 18, turning proportional to movement, and remain clamped inside the city boundaries around +/-88. Press E again to exit, placing the player beside the car. The HUD should explicitly switch to a vehicle-control status while driving. Traffic and pedestrians: Load or create several simple moving civilian cars on the roads, including sedan, taxi, and sports-sedan silhouettes. Start cars around (-80,0,0), (80,0,30), (0,0,-80), and (30,0,80); have them travel along either the X or Z axis at roughly 5–7.5 units/second, reverse/wrap when reaching the city edge, and show them on the minimap as orange squares. Spawn about ten blocky animated pedestrians at sidewalks/roadside positions distributed around the city. They should walk slowly along either X or Z paths, with a simple walk animation if available. Show normal pedestrians as green dots on the minimap. When frightened or shot, they should turn away and flee for a short distance; frightened/hostile people become red dots. Combat and wanted system: Left mouse click fires a small glowing cyan projectile from the player toward the camera’s forward direction. Enforce a short firing cooldown of about 180 ms; bullets travel quickly, live about 2.3 seconds, and disappear afterward. Player bullets can hit pedestrians within about 1.1 units, dealing 35 damage, or civilian cars within about 1.6 units, dealing 20 damage. Pedestrians have 30 health and cars 40 health; when health reaches zero, hide the model. Shooting a pedestrian makes nearby living pedestrians frightened and marks them as hostile/police pursuers. A hostile pedestrian should shoot glowing projectiles at the player periodically/when pursuing, with slower projectiles; hits reduce player HP by 8. Car collisions at meaningful speed should push frightened pedestrians away, but the code does not need to award a separate collision score. Wanted meter: Each player shot increases wanted level by about 0.35, killing a pedestrian by 0.75, and destroying a car by 0.7, capped at three wanted levels. Wanted slowly decays over time, and completing a job slightly reduces it. Represent wanted in the HUD as three stars, filled gold according to the wanted amount and empty stars otherwise. Hostile pedestrians and police-style threats should be visible as red indicators on the minimap; do not invent a separate police-car system. Jobs: Create a glowing yellow job marker at a central hub around (2, 0.05, 0). The marker consists of a tall glowing yellow cylinder/beacon, a yellow cap/sphere, and a rotating yellow ground ring; make it bob subtly. The HUD initially says to approach the yellow icon and press J. If the player is within about 5 units of the hub and no job is active, pressing J starts a delivery job, chooses one of several distant points around the city (roughly the four corners and a far northern point, at least 35 units away), and sets a randomized reward from