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Arcade › Brand New City

Brand New City

  • 3d
  • driving
  • arcade
  • getaway
  • city
  • racing
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. M Umar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Brand New City yet. Play it, then tell M Umar what you would add next.

Make your own game

Brand New City was built by M Umar 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 Brand New City 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.

Read the build brief for Brand New City

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 3D browser game titled “Brand New City 1,” presented as a compact getaway-driving slice. Require landscape orientation on mobile; in portrait show a full-screen dark navy/black overlay with centered mint text: “Rotate your device to landscape to play Brand New City 1.” Use a third-person chase camera behind and above the player car, smoothly following its position and rotation and looking toward the car. Build the world in Three.js-style low-poly/stylized city art: a large dark charcoal ground plane, a dense abstract grid of parallel roads and cross streets, thin warm yellow lane markings, dark teal fog, and moody dusk/night lighting with cyan ambient light, warm directional sunlight, soft shadows, and a subtle blue fill. Scatter a few blocky commercial city buildings/skyscrapers and houses around the roads, plus a waterfront/edge wall and a small golden ramp/platform. Include one blocky pedestrian near the streets with a looping walk animation. Use simple stylized Kenney-like low-poly models/colors rather than realistic detail.

The player drives a dark/sporty sedan getaway car starting at the center of the bounded city grid, facing toward the destination. Place a bright glowing mint/teal rotating ring checkpoint near the far edge of the map, around the rear waterfront boundary. The goal is to reach this checkpoint before a 45-second countdown expires. On entering the checkpoint (distance approximately 3.3 world units), stop the run and show a centered translucent dark panel with mint heading “GETAWAY COMPLETE,” body text “Checkpoint cleared. Downtown BNC is yours to explore.” and a RESTART RUN button. If the timer reaches zero first, show the same style panel with heading “BUSTED” and body “The police grid closed in before you reached the checkpoint.” Restart resets the car to its starting location, speed, heading, timer to 45, and resumes play.

Driving is arcade-like and acceleration-based. Keyboard controls: W or Up Arrow accelerates, S or Down Arrow brakes/reverses, A or Left Arrow steers left, D or Right Arrow steers right, and Shift activates Nitro. Also provide large touch buttons at the bottom: GAS, BRAKE, left arrow, right arrow, and a highlighted gold-outlined NITRO button; hold buttons to drive. Normal acceleration should cap around 18 speed units, while Nitro increases acceleration and allows about 26; braking can make the car reverse to about -5. Steering turns the car based on held left/right input and current speed. Apply mild drag, keep the car inside an approximately 68-by-68 unit square city boundary, and rotate the car to its travel heading. When steering hard at high speed, accumulate a visible drift counter, which decays when not drifting. Add a police interceptor car that starts elsewhere in the city and continuously follows/chases the player from behind/offset, but do not invent collision, combat, weapons, or police attack mechanics.

Overlay a polished futuristic HUD over the gameplay. At top-left, use a translucent rounded dark panel with cyan border/glow reading “BNC 1” and the subtitle “BRAND NEW CITY // GETAWAY SLICE.” At top-right, show another translucent panel with decorative HEALTH and ARMOR horizontal bars, CASH “
,450,” and HEAT represented by five stars. Health, armor, and cash are static display values; heat starts at one filled star and increases in steps as time passes, up to five stars, based on elapsed time. Beneath the top-left, show a mission panel labeled “GETAWAY RUN,” the instruction “Reach the green checkpoint before the timer expires.” and a live “TIME 45.0” countdown formatted to one decimal. At bottom-right, show a speed panel with a large live speed number and “KM/H,” plus a gear readout like “GEAR 1 // CITY” (derive reverse as R and forward gears from speed) and “DRIFT 000” with zero-padded drift value. Keep the UI readable with mint/cyan text, pale yellow highlights, dark teal glass-like backgrounds, rounded corners, and subtle glow. Use responsive sizing, prevent page scrolling, and render the 3D scene full-screen behind the HUD.

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