Arcade › City Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Prince Kakati 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 Prince Kakati what you would add next.
City Rush was built by Prince Kakati 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.
Create a playable Three.js-style low-poly 3D open-city driving and walking game titled “City Rush.” Use a third-person chase camera with a soft-follow camera positioned about 4.2 units above and 7.8 units behind the controlled object, looking at its upper body; use a 58-degree perspective camera, blue-sky background, atmospheric fog, shadows, and clean stylized geometric rendering. World: Build a broad dark charcoal road grid over a flat green countryside ground. The main roads are a 30-unit-wide north/south and east/west cross, with additional side roads, outer roads, a bridge deck around z=-84, and many thin yellow lane lines running along the road surfaces. Add green rectangular park blocks between roads. Populate the city with stylized Kenney-like low-poly commercial buildings, including tall blue-windowed skyscrapers and smaller buildings, clustered around the central grid and farther outskirts. Add several moving traffic vehicles (SUV, hatchback, truck, and sports car) that travel continuously back and forth along horizontal or vertical roads and turn around at the world bounds. Keep the world bounded roughly from -118 to 118 on both x and z axes. Player and modes: Start on foot near the player’s orange sports car. The on-foot avatar is a simple bright cyan-blue capsule-shaped body with a round peach-colored head, with no facial features or limbs required. On foot, WASD or arrow keys move at 6 units/second and orient the avatar toward movement. The player can enter or exit the nearby car with E or the top “Enter Car” button; only allow entering when within about 4 units of the car. In the car, hide the avatar and show a low-poly sports car. Driving uses W/up to accelerate, S/down to reverse/brake, A/left and D/right to steer, and Space for a strong brake. Implement acceleration, friction when throttle is released, reverse speed capped around -8, default forward maximum around 18, and steering that changes heading based on speed and a grip value. Clamp the car within the world bounds. On mobile, provide a circular virtual joystick for steering/throttle plus Brake and large Drive touch buttons. Objectives and progression: This is free roam with an optional race. Place a glowing cyan torus/ring at approximately (0, 0.15, -55), near the bridge. When the player is close to the ring (within about 7 units), pressing R starts the race. Show a race timer and “reach the ring” instruction. When the active racer reaches the ring, end the race, award $350, and clear the wanted level. Driving at speed gradually raises a wanted value up to 3, while the HUD otherwise says FREE ROAM. Start money at,200. Include a purple glowing garage marker at approximately (54, 0.3, 54); near it, the Garage button opens a garage panel. The garage lets the player recolor the car Red, Blue, or Gold, purchase Engine + for50 (increase max speed by 4), and Grip + for