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City Rush

  • 3d
  • driving
  • open-world
  • arcade
  • city
  • low-poly
  • sandbox
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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. Prince Kakati built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about City Rush yet. Play it, then tell Prince Kakati what you would add next.

Make your own game

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.

Read the build brief for City Rush

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 + for
50 (increase max speed by 4), and Grip + for
00 (increase grip by 0.15), provided enough money. Include the actual interaction behavior that pressing Garage away from the marker grants a small
5 bonus instead of opening the garage. HUD/UI: Overlay the game with a dark translucent, rounded, glass-like interface. At top left show “CITY RUSH,” current money, a pill for ON FOOT or DRIVING, a pill showing FREE ROAM or WANTED 1/2/3, and a small context message such as “Explore the city · race ring at the bridge” or the race timer. At top right provide buttons for Enter Car/Exit Car, Garage, Rain, Night, and a quality selector cycling Low, Medium, High, Ultra. Put a square minimap near the upper right: dark blue background, pale road-grid lines, a cyan player dot, a purple garage square, and a cyan race-ring marker. Place a music panel on the upper left below the HUD with the text “Music player · paste a YouTube URL,” a URL input, and an Open button that opens valid youtube.com or youtu.be URLs in a new tab. At the bottom show a compact controls hint on desktop: “WASD / arrows drive · Space brake · E enter/exit · R race at the blue ring. On mobile, use the wheel and buttons.” Weather and lighting: Include a Rain toggle that turns on a visible field of falling light-blue rain particles and changes fog to a muted blue-gray; the button changes to Clear while rain is active. Include a Night toggle that switches between daylight and night rather than a static level: continuously advance the day-time value, rotate/reposition the directional sun, reduce hemisphere/sun light at night, and change the sky and fog to deep navy at night. Day should have a pale blue sky and bright shadows; night should be dark blue with subdued illumination. The quality button should cycle rendering pixel ratio among Low, Medium, High, and Ultra. Art direction: Use low-poly, toy-like 3D forms, saturated cyan avatar, orange/red sports car, blue-tinted building windows, dark roads with repeated thin lane markings, green parks, soft shadows, and a clean arcade sandbox feel. The initial view should resemble a behind-the-player view down the yellow-striped roadway, with the avatar and orange sports car in the foreground, tall buildings and small traffic ahead, and the blue sky filling the horizon. Make it functional both with keyboard/mouse and touch controls; do not add combat, pedestrians, lives, weapons, or additional invented mission systems.

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