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Arcade › City Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ghazala Tahir built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about City Rush yet. Play it, then tell Ghazala Tahir what you would add next.
City Rush was built by Ghazala Tahir 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 Rush 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.
Recreate "City Rush" as a lightweight original 3D, third-person GTA-style sandbox viewed from behind and above the player or vehicle. Build it with a large open procedural-feeling city on a flat grassy ground plane: a square grid of dark asphalt roads crossing at regular intervals, thin pale lane dashes, raised gray sidewalk blocks, occasional green park blocks, many simple box-shaped buildings in muted blue, gray, beige, and red tones with dark roof slabs, plus simple low-poly trees and street lamps. Use a clean low-poly Three.js-like aesthetic with soft shadows, fog, a blue sky, and a slowly changing day/night lighting cycle. Include an Ultra/Performance graphics toggle: Ultra uses more buildings, trees, and shadows; Performance reduces scene detail and changes fog/light quality. The player is a simple stylized humanoid represented by a tan capsule body, with a bright green torus marker at its feet. Start the player at the world origin on foot. Place a red simple low-poly car nearby at approximately (22, 0, 14): rectangular red body, light-blue transparent cabin, and four black wheels. The player can freely walk around the city and enter or exit the car at any time when within about 22 world units. On foot, WASD or arrow keys move/turn the character in third person; E or the on-screen Use button enters/exits. When entering, the player occupies the car. When exiting, place the player beside the car. The car uses arcade driving: forward/back accelerate and brake/reverse, left/right steer, with friction/damping; driving off the roads slightly slows the car. Shift or the touch Boost button increases acceleration and top speed substantially. Keep both player and car inside the world bounds. Make the core loop endless mission completion. At startup and after every completion, randomly choose one of three mission types: Drive, Courier, or Street Race, and spawn a floating glowing blue checkpoint in a random city location. The checkpoint should be a bright cyan/blue emissive six-sided cone or marker with a white rotating ring, hovering and bobbing above the ground. Drive missions place the checkpoint on a road and say "Drive the car to the blue checkpoint." Courier missions place it off-road/inside a block and say "Go on foot and deliver the package inside the block." Courier missions must not complete while the player is in the car. Street Race missions place it on a road and say "Hit the checkpoint before the street cools off." Street Race should require staying in the car for the payout bonus (the visible behavior is that the mission is intended for the car; preserve this rule in the mission presentation). Complete a mission when the active actor reaches the checkpoint: use a larger proximity threshold in the car and a smaller one on foot. Award escalating cash: Drive starts at