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City Run

  • 3d
  • third-person
  • city-exploration
  • driving
  • missions
  • mobile
  • low-poly
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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. Ashik ur Rahman built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about City Run yet. Play it, then tell Ashik ur Rahman what you would add next.

Make your own game

City Run was built by Ashik ur Rahman 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 Run 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 Run

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 mobile-friendly 3D third-person city exploration game titled “City Run,” using a low-poly, stylized urban environment and a clean dark translucent HUD. The world is a large square city map bounded approximately from -43 to 43 on the X and Z axes, viewed with a perspective camera that follows the player from behind and above. Use a pale blue sky/background with light fog, soft shadows, and simple flat-shaded/low-poly forms. The ground is muted green. Lay out a grid of dark asphalt roads crossing the map in both directions, with repeated pale gray sidewalk/curb strips along the roads. Fill most city blocks with chunky blue-gray rectangular buildings of varied modest heights, each capped with a thin darker roof slab. Add a central 9-by-9 plaza with a muted blue-gray surface and ten small pale blue illuminated-looking pillars arranged in a circle. Add a green park block around (24,24), with five stylized trees.

The controllable avatar is a simple untextured yellow-orange rectangular character/body, about human-sized, starting near (-3,-3), who can walk around the city in third-person view. Provide a virtual analog joystick at the lower-left for movement, and a held RUN button; support keyboard movement as appropriate. Include a JUMP button that triggers jumping while on foot, with gravity and jump motion. The game should also support entering and exiting vehicles. Place four stylized taxi/car models around the city, initially near (-9,-6), (9,6), (18,-18), and (-24,18), with varied initial orientations. When the player is close enough to an unoccupied car, pressing ENTER CAR or keyboard E hides the avatar and puts the player into that car. While driving, show status “DRIVING,” use GAS to accelerate, BRAKE to slow/reverse, and the joystick horizontal axis or left/right keys to steer. Cars have acceleration, a capped forward speed, braking/reverse, friction when controls are released, and remain clamped within the city bounds. The camera follows behind the active vehicle and looks toward it. EXIT or E returns the avatar on foot just beside the vehicle and changes status back to “ON FOOT.”

Implement three sequential missions shown in a top-left mission panel: (1) “Package Run” — “Deliver the package to the shop,” with a target/shop location at approximately (18,-6), reward 
00; completing it means bringing either the avatar or active car within about 3 units of the target. (2) “Coin Sweep” — “Collect ten coins,” reward
50; place ten glowing gold ring/torus coins in two rows of five around (-24 to -12, 18 to 21), and collect them by coming within about 1.8 units; display progress from 0/10 to 10/10. (3) “Checkpoint” — “Reach the marked checkpoint,” with target at approximately (30,30), reward
00; complete by approaching within about 3 units. Show a glowing turquoise circular mission marker at the active target for location missions, hide it for the coin mission, and hide it after all missions. Mission completion should show a centered dark modal card reading “Mission complete,” a reward message such as “[mission title] finished — reward $[amount],” and a CONTINUE button to advance to the next mission. After all three, replace the mission text with “All missions complete” and “City free roam — drive, explore, and enjoy the expanded map.” The HUD must include: a dark translucent rounded mission panel at top-left with mission number/title, description, progress and reward; an “ON FOOT” or “DRIVING” status badge at top-right; a square minimap beneath it with a dark blue background and simple gray grid, a yellow player/vehicle dot and turquoise target dot when a mission target exists; and bottom touch controls consisting of a large dark circular joystick with a cyan inner stick at lower-left, JUMP and RUN stacked on the lower-right side, ENTER CAR or EXIT above them, and GAS and BRAKE buttons along the bottom-right. Use rounded dark navy buttons, white bold labels, subtle borders and shadows, cyan accent colors, and responsive safe-area spacing for phones. The visual style should match the shown screenshot: blue-gray blocky buildings, pale blue-gray streets, a calm blue sky, and clear oversized mobile controls over the scene.

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