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Arcade › City Leap
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sean B built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about City Leap yet. Play it, then tell Sean B what you would add next.
City Leap was built by Sean B 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 Leap 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 browser-based 3D third-person platform-jumping game titled "City Leap" using Three.js and a dark urban presentation. The player is a small blocky human character viewed by a follow camera. Place the character at the left end of a linear route at approximately (-10, 1.2, 0), with third-person camera controls: WASD or arrow keys move, SPACE jumps, and mouse click/look rotates the view. Use movement speed about 7.5, jump speed about 11, gravity about -22, camera distance about 5.5, and camera height about 1.2. The character should cast and receive shadows and use an idle animation when standing and a walk animation while moving if available. Build the level as a city rooftop/street obstacle course running along the X axis. Lay asphalt road pavement pieces continuously from x=-13 through x=19 around z=0. Add six raised platform sections at these exact approximate positions: (-10, 0, 0), (-5, 1.8, 2), (0, 0.5, -1), (5, 2.2, 3), (10, 1, -2), and (15, 3.5, 1). Make alternating platforms larger (the original enlarges platforms 1, 3, and 5 by 1.3 on X/Y/Z), so the player must jump across uneven elevated platforms and ultimately reach the final rooftop platform. Use simple stylized Kenney-like low-poly urban assets: dark asphalt, modular platform blocks, and tall commercial skyscrapers around the route at roughly (-7,0,-7), (13,0,-8), (-7,0,8), and (9,0,9), with the last building slightly enlarged. Light the scene with a soft blue/purple hemisphere light and warm directional sunlight from above, enable shadows, and use blue-gray fog extending from roughly 25 to 70 units for depth. Place four large rotating collectible coins at exact approximate coordinates (-5, 2.5, 2), (0, 1.2, -1), (5, 2.9, 3), and (10, 1.7, -2). Rotate them continuously around their Y axis, and when the player comes within about 1.6 world units, remove the coin and add 10 points. The HUD must be minimal: fixed white text in the upper-left reading "Score: 0" initially, updating by 10 for every collected coin. At the bottom center show the instruction text "WASD / Arrow keys to move • SPACE to jump • Click to look" in subdued light gray. Use a dark translucent rounded message panel near the bottom for state messages. If the player falls below y=-6, stop gameplay and show "Fell into the street! Press R to restart". If the player reaches within about 2.8 units of the final platform while above y=2.5, stop gameplay and show "Reached the rooftop! Final score: [score] — Press R to play again". On either game-over or win, pressing R or SPACE resets the player to (-10,1.2,0), score to zero, hides the message, and respawns all four coins. Keep the game running in a responsive full-window canvas with no extra menus or invented enemies, hazards, weapons, lives, or levels.