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Arcade › Chase Taxi
Click the game above and it runs right here in your browser. No download, no installer, no account needed. David Ipadeola built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Chase Taxi yet. Play it, then tell David Ipadeola what you would add next.
Chase Taxi was built by David Ipadeola 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 Chase Taxi 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 simple third-person 3D survival driving game titled “Chase Taxi.” The player drives a yellow taxi car around a large, flat dark-gray asphalt city area. Use a high, angled chase camera positioned behind and above the taxi (about 18 units behind and 12 units high), smoothly following the taxi and looking slightly ahead of it. The scene should have a dark, muted low-detail look with gray fog extending across the city, basic hemisphere and directional lighting, shadows, and a nearly black background/sky. The playable ground is a square city surface about 120 units across, with the taxi constrained inside its borders. The code’s environment places a sparse set of simple house/building models around the area (roughly at the corners and several points around the center); load or represent those as low-detail suburban houses when assets are available, without adding gameplay collision or extra city systems. The core goal is to survive as long as possible while avoiding pursuing police cars. At the start, spawn five police cars around the taxi in a ring, each randomly 18–30 units away. Police cars should be white police-style cars, visibly distinct from the yellow taxi. Each cop continuously turns toward the player with smooth steering and drives forward at about 20 units per second, increasing to about 24 when farther than 25 units away so they can catch up. If any cop comes within 3.5 units of the taxi, immediately end the run. Drive using W/A/S/D or the arrow keys; W/up accelerates forward, S/down reverses, A/left and D/right steer, and Space also acts as forward acceleration. Use acceleration rather than instant speed: forward target speed is about 32, reverse target speed about -19, and the car eases toward the target and slows through friction when no throttle is held. Steering only works while the taxi is moving faster than 3 units per second; turning is roughly 3.2 radians per second and reverses appropriately while backing up. Keep the taxi within the square city boundary. Do not add weapons, pickups, traffic, missions, laps, or a win condition: this is an endless “survive until caught” game. Add a fixed white text HUD in the upper-left over the rendered scene. Show a large timer reading “Time: 0s” initially and update it once per second to the number of seconds survived. Under it show the instruction text exactly or nearly exactly: “Drive with WASD / Arrows. Avoid the cops!” Use a clean sans-serif font, with the HUD not blocking input. When a police car catches the taxi, freeze gameplay and show a centered dark translucent game-over panel with the heading “Caught by the cops!”, a line such as “You lasted N seconds!”, and a prominent “Restart” button. Restart clears the police cars, resets the taxi to the center, resets the timer and movement, respawns the five cops, and hides the panel. Render with Three.js-style perspective 3D, antialiasing, responsive resizing, fog, and shadows; the visual presentation should remain sparse and dark, with the taxi and police cars as the primary visible objects.