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Arcade › City Sprint

City Sprint

  • 3d
  • driving
  • arcade
  • delivery
  • time-trial
  • low-poly
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ömer Cihangir Acar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about City Sprint yet. Play it, then tell Ömer Cihangir Acar what you would add next.

Make your own game

City Sprint was built by Ömer Cihangir Acar 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 Sprint 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 Sprint

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 third-person 3D driving game titled “City Sprint.” The setting is a stylized low-poly sunset/dusk city district viewed from a trailing chase camera. Use a dark navy sky/background with atmospheric fog, warm directional sunlight, soft shadows, and a flat square city area roughly 70 by 70 units. The player is a small stylized race car, initially placed near the southern edge of the district, with the camera positioned behind and above it and smoothly following while looking toward the car.

Build the city as a simple grid: dark asphalt roads run horizontally and vertically in broad strips, with yellow dashed lane markings along the roads. Leave darker blue-gray ground blocks between the roads. Place a handful of low-poly suburban house/building models around the outer blocks and several cone-shaped trees near them. Include three delivery locations in the district, each marked by a roadside highway sign; the active delivery target is a glowing orange/yellow package hovering slightly above the ground with a bright ring around it. The three target positions should be distributed around the map: one toward the northwest/left rear area, one toward the east/right middle area, and one toward the southwest/left front area. Only the current package needs to be active/visible as the objective marker.

The core objective is to drive through the glowing package targets and complete all 3 deliveries before the countdown expires. Start with 60.0 seconds and 0 / 3 deliveries. When the car comes within approximately 2.2 world units of the active package, increment the delivery count and move the glowing package to the next target. After the third delivery, stop the run and show a completion overlay. If the timer reaches zero, also end the run. During the run, the package should gently bob up and down and rotate, making it easy to spot.

Driving should use arcade vehicle movement rather than realistic simulation. Arrow Up accelerates forward, Arrow Down applies reverse, and Arrow Left/Right steer by rotating the car. The Space key should also act as forward/accelerate. Apply drag/friction when no throttle is pressed, clamp speed to about -7 through 18, and keep the car inside approximately x/z bounds of -31 to 31. Driving off the paved road grid should cause extra slowdown, while remaining on roads is faster. Add three simple moving traffic cars (two taxis and a sedan) traveling on fixed lanes, looping around the map when they pass an edge. If a traffic car comes within about 1.8 units of the player, bounce/reduce the player’s speed and subtract 2 seconds from the timer; do not add combat or health systems.

The HUD should be a fixed overlay over the 3D view. At the upper left, show a rounded translucent dark panel with yellow uppercase “CITY SPRINT” and the subtitle “Courier run • Sunset district.” At the upper right, show a matching panel with TIME and a large countdown value starting at 60.0, plus DELIVERIES and “0 / 3.” Update both values during play. The lower part of the screen should have four large rounded translucent touch buttons: left and right steering buttons grouped at bottom left, and down/reverse and up/forward buttons grouped at bottom right; use ‹, ›, ▼, and ▲ symbols. These buttons should also work through pointer/touch input, while keyboard controls remain available. The interface should be responsive and usable on mobile and desktop.

When the game ends, stop vehicle movement and hide the driving controls. Show a centered rounded dark panel reading “RUN COMPLETE,” with a sentence reporting how many deliveries were made and how many seconds remained, plus a “Drive again” button that reloads/resets the run. Keep the visual style clean and minimal: low-poly Kenney-like vehicles/buildings/trees, dark navy and charcoal roads, yellow road dashes, glowing orange package, warm sunset lighting, fog, soft shadows, and translucent navy HUD panels with yellow accent text. Do not add weapons, enemies, lives, fuel, upgrades, collectibles beyond the three delivery packages, or additional game modes.

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