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City Hustle

  • life-sim
  • city-sim
  • dashboard
  • 3d
  • casual
  • management
0
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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. jesusisking85 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

City Hustle was built by jesusisking85 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 Hustle 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 City Hustle

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 playable life-simulation dashboard game titled “City Hustle,” visually and mechanically matching the shown NYC LIFE SIMULATOR vertical slice. Use a dark navy full-screen background with a stylized colorful toy-like 3D NYC map behind the interface. Render the map in Three.js (or an equivalent 3D system) as a circular dark platform with four separate raised rectangular borough blocks, each topped with small randomized box-shaped skyscrapers: Manhattan in gold, Brooklyn in magenta, Bronx in orange-red, and Queens in cyan. Use an angled perspective camera looking down at the map, with smooth orbit controls by dragging and zoom by scrolling. Add soft directional/hemisphere lighting, fog, and subtle continuous rotation of the borough blocks. A small glowing floating sphere represents the player and smoothly moves to the selected borough, bobbing vertically; the active borough subtly scales up.

At launch, show a centered, large rounded dark translucent character-creation modal over the map, with a subtle border and blurred/glass-like styling. Header text should read “🗽 NYC LIFE SIMULATOR” (the game may be branded City Hustle) with the subtitle “Build your life, survive the bills, chase the upgrade.” Provide form controls for Name (default Jordan), Age (default 24, limited 18–60), Gender (Woman, Man, Non-binary), Hair (Braids, Curly, Fade, Silk Press, Afro), Face (Sharp, Soft, Confident, Playful), Outfit (Streetwear, Office, Creative, Luxury), Trait (Ambitious, Social, Calm, Rebellious), Career, Borough, Housing, and Transport. Include a prominent gradient “Start Life” button. Career choices must include Retail Worker, Fast Food Employee, Delivery Driver, Janitor, Office Assistant, Nurse, Real Estate Agent, Teacher, Lawyer, Doctor, Business Owner, Influencer, Actor, Music Artist, and Fashion Designer. Housing choices are Studio, Apartment, House; transport choices are Bike, Scooter, Car.

Once started, hide the setup modal and show a translucent rounded HUD panel on the left and a separate translucent Life Dashboard panel on the right. The left HUD displays the player name, career and current borough, plus a Day/time pill starting at Day 1 · 7:00 AM. Show stat cards for Money, Happiness percentage, Stress percentage, Energy percentage, Relationship percentage, Reputation, Life Progress percentage, and Credit. Include action buttons: Work Shift, Socialize, Side Hustle, Go Home, and Rest. Include Travel buttons for Manhattan, Brooklyn, Bronx, and Queens. Include a Phone section with a contact dropdown containing Mom, Jayden, Mia, Carlos, Aaliyah, Marcus, and Partner, a Send Text button, and a scrolling message history. Include a City Drama section with an event box and Engage and Ignore buttons. The right panel shows a Life Dashboard summary with Career, Borough, Housing, Transport, Daily bills, and Trait, followed by a scrolling activity Log.

Implement the core day-management loop. New characters start with $900, Happiness 58, Stress 24, Energy 82, Reputation 10, Relationship 18, Life Progress 0, Credit 55, day 1 at 7:00 AM. Each action advances time and can trigger random city drama with roughly a 38% chance when no event is active. When time passes midnight, advance to the next day and subtract daily living costs: housing base costs are Studio $95, Apartment 
50, House
60, multiplied by borough rent modifiers, plus transport costs Bike $8, Scooter
6, Car $42. If money becomes negative after bills, add stress and reduce credit. Career behavior: each job has a base pay, stress cost, social effect, and tier. Entry jobs include Retail Worker (
10 pay, stress 13), Fast Food Employee (
00, stress 15), Delivery Driver (
20, stress 11), and Janitor (
05, stress 9). Mid-level jobs include Office Assistant (
30, stress 16), Nurse ($320, stress 20), Real Estate Agent (
80, stress 15), Teacher (
40, stress 15), Actor (
60, stress 14), Music Artist ($300, stress 15), and Fashion Designer (
90, stress 16). High-tier jobs include Lawyer ($620, stress 24), Doctor ($700, stress 27), Business Owner ($760, stress 22), and Influencer ($540, stress 17). Work Shift pays the job’s pay modified by trait and borough, increases stress, reduces energy by 22, modestly affects happiness, grants career XP, and increases Life Progress by 4. At 100 career XP, randomly promote to a career in the next tier, reset XP, increase Life Progress and Happiness, and sometimes Reputation. Traits affect play: Ambitious increases pay and promotion progress but has a weaker social modifier; Social strongly improves social and relationship gains; Calm reduces stress more effectively but has slightly lower pay and promotion; Rebellious provides modest pay/social benefits but handles stress less well. Socialize costs
0, increases happiness based on borough social activity, raises relationship and reputation, reduces stress, decreases energy by 12, and advances four hours. Side Hustle generates a random $40–
10 payout modified by borough, raises stress by 7, decreases energy by 10, adds a little Life Progress, and advances three hours. Go Home increases happiness based on housing, reduces stress, and advances two hours. Rest skips directly to 7:00 AM the next day, restores 42 energy, reduces stress by 14, increases happiness by 4, and applies daily bills. Boroughs must have distinct modifiers: Manhattan has high rent (1.45), lower social activity (0.8), moderate danger/drama (0.35), and high pay (1.35); Brooklyn has rent 1.05, high social activity 1.25, danger 0.45, pay 1.0; Bronx has cheaper rent 0.78, social 0.9, higher danger 0.75, pay 0.88; Queens has rent 0.95, social 1.0, low danger 0.25, pay 0.95. Traveling to another borough costs $4 by bike,
0 by scooter, or
8 by car, reduces energy by 5, advances one hour, changes the player’s borough, and moves the floating avatar on the map. Random drama events should be lightweight city-life decisions. Use events such as “Street argument outside a deli,” “A friend invites you to a rooftop event,” “Unexpected work drama hits the group chat,” and “A viral moment is happening nearby,” appending the current borough to the title. Each has Engage and Ignore outcomes that alter Stress, Reputation, Happiness, and sometimes Money, then clear the event and advance one hour. Examples: engaging the street argument increases stress and reputation; ignoring it slightly reduces stress and reputation. Engaging the rooftop event reduces stress, increases happiness/reputation, and costs
5; ignoring it slightly worsens mood. Engaging work drama raises stress/reputation and gives
5; ignoring it raises stress slightly and reduces reputation. Engaging the viral moment increases reputation, happiness, and
0; ignoring it has little effect and slightly lowers happiness. Phone texting should immediately add a “You” message such as “Texted [contact]: ‘How are you?’” and a context-sensitive reply. Replies should depend on whether Stress is high, Happiness is high, or the character is steady, and use distinct supportive/personality-flavored lines for each contact. Texting Partner increases Relationship by 5 and Happiness by 3; texting anyone else increases Happiness by 2. Keep romance PG-13. Add a dated activity log for every action, including work, travel, socializing, bills, events, texts, rest, and promotions. Keep the interface responsive: on narrow screens, stack the form and buttons, hide the right dashboard, and make the left HUD nearly full width. Use clean Inter-like typography, white text, muted blue-gray secondary text, rounded controls, translucent panels, subtle hover lift on buttons, and a blue-to-purple gradient for the primary start button. ýurduň

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