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Arcade › City Action Simulator
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Yusuf Abubakar built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about City Action Simulator yet. Play it, then tell Yusuf Abubakar what you would add next.
City Action Simulator was built by Yusuf Abubakar 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 City Action Simulator 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.
Rebuild a mobile-friendly third-person 3D open-city action game titled “CITY ACTION SIMULATOR,” presented as an original open-city action slice. Use a landscape-oriented WebGL/Three.js-style scene with a muted blue-gray sky/background, atmospheric fog, soft shadows, and a compact city laid out on a large square ground plane. The city should contain a grid of wide dark roads crossing horizontally and vertically, green park patches, simple blocky gray-blue buildings of varied heights, scattered trees, streetlights, and a few more detailed low-poly city-building props. Place the player as an athletic casual male character in the world, initially near the center of the city, viewed by a controllable over-the-shoulder/third-person camera. The player can walk, run/sprint, jump, and dodge, and can attack with punch or kick. Include a block toggle; hostile NPCs can damage the player when close unless blocking. Populate the city with roughly ten walking civilian/hostile character NPCs: most are civilians moving back and forth, while some hostile male NPCs pursue the player when heat is active. Defeated hostile NPCs disappear and award $50; attacking raises heat, capped at three. Add approximately seven moving cars on the roads, including ordinary sedans and two police cars. The player can interact with a nearby ordinary car to enter it: hide the character, attach/control the vehicle, drive it using the camera-facing direction, and show an EXIT CAR control. Police cars move around the city and pursue the player when heat is above zero. Heat gradually decays over time when not being raised, and display a police alert state that changes between POLICE ALERT, POLICE PURSUIT, and HIGH ALERT depending on heat, with one to three red wanted dots and explanatory subtext; show POLICE CLEAR when heat is zero. Use a simple mission progression shown in a centered HUD banner: start with “Mission 1: Reach the blue marker,” requiring the player to reach a glowing cyan/blue circular ground marker placed elsewhere in the city. Reaching it hides the marker, awards00, and advances the mission. Entering a car advances to the next mission, whose text is “Mission 2: Find a car and drive to the green marker”; reaching the marker advances again and sets heat to 3, with subsequent text “Mission 3: Escape police heat — stay away until heat reaches 0.” Continue with a free-roam state and “Free roam: earn money by exploring.” Keep the actual available objective marker as the visible blue marker; do not add unsupported mission systems. The top HUD must have three dark translucent rounded pills: HP with a green horizontal health bar starting at 100%, money starting at $0, and HEAT starting at 0. Update health as hostile NPCs attack; if health reaches zero, stop gameplay, show “You are down — tap PLAY to restart,” and reopen the menu. Use a dark translucent rounded start menu centered over the game with the title CITY ACTION SIMULATOR on two lines, subtitle “Original open-city action slice,” blue PLAY and MISSIONS buttons, and “Landscape recommended • Touch controls + keyboard.” The MISSIONS button starts the game and displays “Mission list: Blue marker → car delivery → police escape.” Provide touch controls matching the visual design: a large translucent circular virtual joystick at bottom-left with a smaller movable thumb, a touch look region on the right side, and dark rounded action buttons at bottom-right labeled PUNCH, KICK, BLOCK, DODGE, JUMP, SPRINT, and INTERACT; reveal an EXIT CAR button when driving. Also support keyboard controls: WASD movement through the third-person controller, Space for jump, Left Shift for sprint, E for interact/enter/exit, and F for attack. Style the interface with white system sans-serif text, navy/black translucent panels, thin blue-gray borders, cyan-blue action accents, rounded corners, and a clean arcade action presentation. Include simple punch/click sound effects if available, but keep the focus on the visible city, movement, combat, vehicles, missions, heat, and HUD mechanics described above.More free browser games