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Cityline Rush

  • 3d
  • third-person
  • action
  • driving
  • mobile
  • arcade
  • city
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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. Atul Raj built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cityline Rush yet. Play it, then tell Atul Raj what you would add next.

Make your own game

Cityline Rush was built by Atul Raj 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 Cityline 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 Cityline 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 mobile-friendly third-person 3D action/driving game titled “Cityline Rush.” The game takes place at night in a stylized low-poly city viewed from behind and slightly above the player. Use a dark navy sky/background with fog, strong warm directional street lighting, cool blue rim lighting, soft shadows, and a blocky arcade aesthetic. Build a large flat city ground with a repeating grid of broad dark asphalt roads crossing at regular intervals, gray raised sidewalks, sparse tall rectangular skyscraper blocks in alternating blue-gray and purple-gray materials, occasional cyan neon facade strips, and simple black streetlamps topped with glowing warm yellow fixtures. Keep the scene uncluttered and readable like the reference.

The player starts on foot near the center of the city as a blocky humanoid character. Place a red/orange sports sedan a short distance in front of the player, around five world units away, and make it the key objective at the start. Add five blocky pedestrian NPCs at various nearby positions. Each pedestrian should wander slowly back and forth within roughly a three-unit radius of its starting point, turning to face its movement direction. The player uses third-person movement with a follow camera about seven units behind the character; support keyboard movement and a large touch joystick in the lower-left. Include a touch/mouse camera-look zone on the right side of the screen. A visible SPRINT button exists in the on-foot HUD, but the reference implementation does not assign behavior to it, so it may remain a visual control without changing movement.

The central interaction is entering and exiting the sports car. When the player is within four units of the car and taps INTERACT (or presses E), hide the player character, switch into driving mode, and attach the player’s logical position to the car. Change the top status text to “DRIVING · TOUCH CONTROLS” and the hint to “Drive the block — tap EXIT to return.” In driving mode replace the on-foot joystick, sprint, and attack controls with translucent driving controls: GAS, BRAKE, left/right steering buttons, and EXIT. Holding GAS accelerates the car toward a top speed produced by the original arcade handling (acceleration input around 12, smoothed velocity, with forward translation); holding BRAKE applies reverse/deceleration input around -9. The left/right controls rotate the car, with steering responsiveness increasing slightly with speed. Let the sports car drive freely around the city grid. Tapping EXIT or pressing the interaction key again should return the player to visibility beside the car, approximately 1.8 units to its side, restore the on-foot status “ON FOOT · TOUCH TO MOVE,” and return the normal controls.

Add a wanted/police mechanic. At the top-right HUD show five star slots, initially five empty stars, with the label “WANTED.” Tapping ATTACK or pressing F immediately sets wanted level to one filled gold star and four empty stars, spawns/shows a blocky police car about eleven units diagonally from the player, and starts it pursuing the player. The police car should move toward the player at approximately 4.2 units per second, rotate toward the target, and disappear/reset the wanted display to five empty stars when it gets within about two units. Also, while driving fast (speed above roughly 8), there is a small chance per second of triggering the same one-star offense, unless an offense cooldown of about seven seconds is active. Do not add weapons, health, combat animations, missions, traffic systems, or extra wanted levels beyond what is represented by this mechanic.

Use a clean glassmorphism HUD over the 3D scene. At the top-left place a dark translucent rounded panel with the title “CITYLINE RUSH” in bold spaced uppercase lettering and the status beneath it. At the top-right place a matching panel with the gold star row and “WANTED.” Show a centered rounded dark hint pill near the top: initially “Walk to the sports car and tap INTERACT,” changing to “Tap INTERACT to enter the sports car” when close enough to the car, and changing to the driving hint while driving. In on-foot mode, show the large translucent circular joystick at bottom-left with a bright blue gradient thumb, a dark circular ATTACK button at bottom-right, a smaller dark SPRINT button above/left of it, and a green circular INTERACT button near the lower center-right. Buttons should be rounded circles with subtle borders, shadows, and press feedback. In driving mode hide those on-foot controls and show the gas/brake/steering/exit layout.

Implement the world with Three.js-style physically lit meshes, fog, a perspective camera, shadows, hemisphere light, a warm directional sun, and a cool blue rim light. Load or approximate blocky Kenney-style character, sports sedan, police car, and skyscraper assets; all models should cast shadows. The final experience should begin in the on-foot state with the sports car ahead, preserve the dark blue/purple nighttime palette, clearly communicate the car interaction objective, and support both desktop keyboard controls and touch controls.”

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