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Arcade › Brew City MKE
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Justin Cunningham built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Brew City MKE yet. Play it, then tell Justin Cunningham what you would add next.
Brew City MKE was built by Justin Cunningham 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 Brew City MKE 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 Three.js browser game titled “Brew City: MKE V1,” a realistic, subdued Milwaukee-inspired street-slice exploration prototype. Use a third-person over-the-shoulder camera following a simple human placeholder character, with WASD or arrow keys to move, Shift to run, Space to jump, mouse/touch drag to look, and mouse wheel to zoom. On touch devices provide the third-person movement/look interaction visible in the prototype, including a large translucent circular touch control at the lower right; keep the game comfortable on desktop and mobile. Build a long straight urban street running along the Z axis. The central road is dark gray asphalt, approximately 26 units wide and 118 units long, with a dashed pale yellow/cream center lane divider. Add raised concrete sidewalks on both sides, each about 7 units wide, and a darker wet side alley on the west/left side near the foreground. The scene should feel rain-darkened and overcast: gray-blue background, atmospheric fog fading into the distance, subtle glossy puddle patches on the roadway, soft shadows, and cool ambient light mixed with warm street lighting. Line the street with a sparse set of blocky Milwaukee-style brick buildings on both sides. Use dark red/brown brick shells with simple horizontal darker trim bands, dark reflective glass windows and doors, and plain red sign panels (the source uses labels such as LAKEFRONT_MARKET, WALKER_APARTMENTS, MKE_LOFTS, and NORTH_AVENUE_SHOPS as object/sign identifiers rather than readable rendered sign text). Place buildings as separate storefront/apartment blocks at intervals on both sides, roughly 8–12 units tall, with varying widths and depths. Add black fire-escape decks and rails against the building fronts, utility/street poles, and evenly spaced black street lamps with small glowing warm yellow bulbs. Include realistic soft directional shadows and reflections without adding extra gameplay systems. The player starts on the roadway at approximately x=5, y=0, z=32, facing toward a parked car farther down the street. Model the avatar from restrained low-detail realistic primitives: a dark charcoal/black hoodie torso shaped like a capsule, a small medium-brown spherical head, dark blue denim capsule legs, and dark hoodie capsule arms. Keep the character proportions human and understated, not cartoonishly colorful. The third-person camera should sit behind and above the character at about 7.5 units distance, showing the avatar prominently in the lower foreground as in the reference. Place one clearly visible parked sedan on the right side of the road at approximately x=7.5, z=5. The car is oriented along the street and is built from simple but grounded forms: a deep dark red body, hood, slightly raised dark reflective glass cabin, red roof, four black wheels with small chrome hubs, and small warm front lamps/red rear lamps. Give it a low, elongated sedan silhouette and cast a shadow onto the wet road. The main objective text is to walk through the block and inspect this parked sedan. There is no driving, combat, inventory, scoring, health, or other vehicle interaction yet: when the player comes within about 5 world units of the sedan, update the HUD status to “Parked sedan nearby · vehicle interaction is next.” Otherwise show “Walk the block and inspect the parked sedan.” While moving, show “Moving through the block…”. Add a fixed dark translucent HUD panel in the upper-left with a subtle border/shadow and these exact texts: heading “BREW CITY: MKE V1” in uppercase with wide letter spacing; subtitle “Milwaukee-inspired street slice · realistic browser prototype”; and the changing objective/status line initially “Walk the block and inspect the parked sedan.” Add a dark “Reset street” button in the upper-right. Clicking it must return the player to (5,0,32), reset the camera to approximately (8,5,10), and set the status to “Street reset. Walk toward the parked sedan.” On desktop, show a lower-right legend reading “WASD / arrows move · Shift run · Space jump · drag to look · wheel zoom”; hide this legend on coarse/touch pointers. Use a dark page background, full-screen canvas, responsive resizing, antialiasing, tone mapping, fog, and shadow casting to match the moody realistic browser prototype aesthetic.