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Arcade › City Walker
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Warren Moyo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about City Walker yet. Play it, then tell Warren Moyo what you would add next.
City Walker was built by Warren Moyo 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 Walker 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 third-person 3D exploration game titled “City Walker.” Render a low-poly/blocky city scene in a browser using a perspective camera following the player from behind at about 7 units away, with drag input to orbit/look around. The player is a blocky humanoid character from a Kenney-style character asset, standing initially near the south side of the central road intersection at approximately (0, 1.5, 18), and should visibly cast a shadow. Use a blue sky background with light atmospheric fog fading toward the distance, soft hemisphere fill lighting, and a warm directional sun with shadows. Build the environment on a large dark gray ground plane approximately 70 by 70 units. Add four muted green grass strips around the road network: north and south strips spanning the scene, plus west and east strips. Make a broad dark charcoal road crossing the scene vertically (about 10 units wide and 62 units long) and another crossing horizontally (about 62 by 10), creating a central intersection. Place small pale yellow rectangular dashed lane markings down the vertical road and across the horizontal road, evenly spaced along their center lines. The remainder of the ground should be gray pavement, with the green grass visible beyond and around the streets. Populate the four surrounding city blocks with eight commercial-style low-poly building models: tall dark blue/gray glass skyscrapers at approximately (-14,-14) and (-14,14), and somewhat shorter skyscrapers at (14,-14) and (14,14); also place shorter blocky buildings at approximately (-20,-8), (20,-8), (-20,8), and (20,8). The visible buildings should have simple geometric forms, dark lower sections, pale gray walls, and blue/dark window bands, matching a stylized Kenney city kit. Keep building collision volumes so the player cannot walk through them. Use the large ground plane as a collider as well. The core gameplay is free exploration only: allow WASD and arrow keys to move, Space to jump, and mouse/touch dragging to look around. On touch devices provide the controls library’s mobile joystick/touch movement support; the HUD explicitly says that a mobile joystick is ready. Apply third-person movement with roughly 7 units/second movement speed, jump speed around 7, gravity around -18, and collision against the buildings and ground. The character should have idle, walk, and sprint/run animation states when available, switching based on whether the player is stationary, walking, or running. There are no enemies, weapons, collectibles, score, timer, health, or win condition; the goal is simply to explore the streets. Overlay a fixed, non-interactive translucent dark rounded HUD panel in the upper-left corner with a subtle border, blur, and shadow. It should display the heading “City Walker,” the instruction text “WASD / arrows to move · Space to jump · drag to look,” and a blue status line that initially reads “Loading the city…” and changes after all eight buildings load to “Explore the streets — mobile joystick is ready too.” Keep the HUD compact on mobile screens. Use a clean dark UI font and preserve the full-screen game view behind it.