Arcade › City Mischief
Click the game above and it runs right here in your browser. No download, no installer, no account needed. satya dev singh built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about City Mischief yet. Play it, then tell satya dev singh what you would add next.
City Mischief was built by satya dev singh 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 Mischief 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 free-roam sandbox game titled “City Mischief Sandbox.” The tone is playful, nonviolent urban chaos: the subtitle should say “Original free-roam prototype — no guns, no violence, just chaotic challenges.” Use Three.js-style rendering with a bright pale-blue sky, atmospheric fog, soft shadows, and a low-poly/blocky toy-like visual style. Set the camera as a 60-degree perspective third-person follow camera behind and slightly above the player, with mouse look and a player-centered view. The player is a simple blocky humanoid represented visually by a rounded red capsule-like body, standing on a large grassy ground plane. Movement should support WASD, mouse camera look, Space to jump, and Shift to run; show a bottom-center hint reading “WASD move · mouse look · O steal / pick up · Space jump · Shift run”. Also provide mobile controls: a virtual joystick at lower left, a circular JUMP button, and a larger circular “O / STEAL” button at lower right. Build the default “Main Coast” map as a long dark charcoal road running down the center of a broad green field, with repeated short yellow dashed center lines. Place simple blocky city structures/buildings along both sides of the road. Include a suburban house/building model off to the left, a sedan on the road ahead/right, a police car ahead/left, and several blocky humanoid NPCs distributed around the street. Use blocky low-poly vehicle, character, tree, and building assets where available. The initial scene should resemble a coastal/suburban city road, with distant blue-gray block structures and fog fading into the sky. The core interaction is proximity-based stealing/picking up: when the player presses O or the mobile STEAL button near a vehicle (within roughly 8 world units), mark the vehicle as stolen, set the wanted level to one star, and award the valet task. Once a theft occurs, the police car should continuously move toward/follow the player, maintaining the playful wanted-state chase without combat or violence. There are no weapons, shooting, health, or violent attacks. Include alternate maps selectable from the HUD. Main Coast is free. “Satisfying” costs 10 bits, “Mega Ramp” costs 100 bits, and “Dinosaur Era” costs 1000 bits; purchasing a locked map subtracts the cost and unlocks it persistently, then switches to it. Rebuild maps procedurally from simple primitives: Satisfying uses a purple-toned ground, Mega Ramp uses a brown/orange-toned ground and adds a large orange ramp on the road, and Dinosaur Era uses a dark green ground with many scattered stylized trees and six simple low-poly dinosaurs in green, brown, and blue variations. Keep the same central road/block layout across maps, recoloring side blocks appropriately. Main Coast starts selected. Add a persistent bits currency, starting at 12 bits and saved in localStorage. Render a top-right dark translucent stats panel showing a gold diamond icon and “12 bits” (or the current amount), “Wanted: none” or a one-star wanted display, and the current map name. Award +2 bits for each task completed, also persisting the currency. The side panel should be a dark translucent, rounded, blurred glass-style panel on the left, with sections for Maps, Garage & Wardrobe, Today’s tasks, and Badges. The Garage & Wardrobe section should list Local house (free, initially equipped), Blue shirt (cost 1), Green shirt (cost 100), and Navy short (cost 10). Buying a shirt subtracts bits, unlocks it persistently, and changes the player body color respectively to blue, green, or navy. Keep the equipped house/building visible in the world. The map and wardrobe controls should be compact dark buttons with rounded corners. Show Today’s tasks with five entries, each worth +2 bits: “The Imposter Delivery”, “The Fake Speed Trap”, “The Invisible Robbery”, “The Valet Mix-up”, and “The Crowded Escapade”. Display incomplete entries with circle markers and completed entries with green checkmarks and strikethrough. In the implemented gameplay, the vehicle interaction completes “The Valet Mix-up”; while the player is moving, occasionally complete “The Crowded Escapade” as a lightweight movement/parkour challenge. Preserve the other task entries as visible challenge goals even if they do not have additional automatic interaction logic. If all five tasks are completed, award the “Get a Job” badge. Include a Badges section with “Get a Job · complete today’s tasks” and “Rich · buy the most expensive house,” using hollow diamond markers until earned; the Rich badge may remain unearned because there is no expensive house purchase in the prototype. Use a responsive HUD: desktop has the brand panel at upper left, stats at upper right, and the large left-side menu below the brand. On screens narrower than 700px, move the menu toward the lower left above the touch controls, show the touch controls, and keep the HUD readable. Use dark navy translucent panels, thin pale borders, rounded corners, subtle shadows, white text, muted blue-gray secondary text, and a yellow/gold accent for bits. Ensure the game remains playable in the 3D canvas behind the overlay and supports resize handling. Save currency and unlocked purchases/maps locally so progress persists across reloads.