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Arcade › CITY RAID
Click the game above and it runs right here in your browser. No download, no installer, no account needed. eliemeslati built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about CITY RAID yet. Play it, then tell eliemeslati what you would add next.
CITY RAID was built by eliemeslati 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 RAID 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 playable browser 3D driving game titled "CITY RAID // DOWNTOWN PRECINCT". Use a dark, cinematic low-poly Three.js-style city scene viewed from behind a police cruiser by default, with an optional first-person camera. The environment is a large flat downtown block at night: a dark blue-black ground plane, a north/south and east/west road crossing with charcoal asphalt, subtle reflective/metallic finish, and repeated mustard-yellow lane dashes. Include a gray civic plaza near the upper-right/east side of the intersection. Surround the roads with several simple rectangular modern buildings in muted silver-gray: FinanceTower at the southwest, CivicCenter to the southeast, ApexTower to the northwest, HarborBlock on the east, and WestExchange on the west. Add dark blue glass-like horizontal bands around the buildings at repeated floor intervals. Place a handful of simple streetlights around the streets, consisting of thin dark poles, short arms, and small warm yellow lamps. Add a few static pedestrians made from capsule-like colored torsos and white spherical heads, wearing alternating red and blue shirts. Populate the roads with a stationary red civilian traffic car and additional stationary cars, including white police-style cars with blue/red roof lights. Cars should be simple blocky models with a rectangular body, raised glass cabin, and four dark wheels. The player drives the white police cruiser starting near the southeast side of the central intersection. Driving uses WASD or arrow keys: W/up moves forward, S/down reverses, A/D or left/right steers, and steering should rotate the car while driving. Hold Shift for a boost that increases speed from normal 8 to 14; release it to return to normal. The HUD advertises SPACE as brake, but the original implementation does not give Space a distinct mechanic, so do not require a brake system beyond the displayed control hint. Add touch-friendly CAMERA and BOOST buttons on smaller screens; holding BOOST has the same effect as Shift. Press V or CAMERA to toggle between a trailing third-person camera and a first-person camera inside/at the cruiser. In third person, smoothly follow about 8 units behind and 4.8 units above the vehicle and look toward it; in first person, position the camera around 1.9 units high at the vehicle and look forward. Implement a four-stage patrol objective sequence based on proximity checkpoints, with no combat, weapons, collisions, or enemy AI. The initial mission is "Reach the civic plaza". When the cruiser comes within roughly 4 units of the checkpoints, advance the objective and update the reward: checkpoint one at the civic plaza near (18,-17), then "Check the east intersection" at approximately (28,-8), then "Escort the civilian to safety" at approximately (2,-2), then "Patrol complete" at approximately (2,22). Award $500 for each of the first two completed stages and,500 for the final completion, showing the accumulated reward beginning at $0. Display a brief toast notification at startup reading "PATROL VEHICLE READY", show "OBJECTIVE UPDATED" on intermediate progress, and "PATROL COMPLETE +500" at the end. The civilian escort is represented only by reaching its checkpoint; do not invent escort-following behavior. Create a polished HUD over the scene. Use translucent dark navy glass panels with soft shadows, subtle blue-gray borders, rounded corners, and pale blue-white text. Across the top-left show the spaced, bold brand "CITY RAID" with RAID highlighted in warm yellow and the subtitle "// DOWNTOWN PRECINCT". Across the top-right show an ACTIVE PATROL panel with the current objective and the fixed helper text "Follow the highlighted route. Keep the city moving.", plus a reward badge displaying the dollar total and the label REWARD. At bottom-left show compact control hints: WASD drive, SHIFT boost, SPACE brake, V camera, with keycaps. At bottom-right show a circular minimap with a thin light border and shadow: dark map background, gray road cross, four simplified gray building blocks, and a yellow player marker whose position tracks the vehicle. The minimap can be drawn as a 220px canvas scaled into a circular 150px desktop widget (smaller on mobile). Keep the scene atmospheric with a deep blue-black background, fog fading distant geometry, warm sunlight-like key lighting, cool fill/rim lighting, soft shadows, restrained metallic materials, and a restrained nighttime palette of charcoal, steel gray, navy glass, red, blue, and warm yellow. Make the layout responsive, hiding the reward badge on narrow screens and shrinking/repositioning HUD panels and touch buttons for mobile.More free browser games