Arcade › Ciudad Prisma
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daniel built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ciudad Prisma yet. Play it, then tell Daniel what you would add next.
Ciudad Prisma was built by Daniel 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 Ciudad Prisma 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.
Recreate “Ciudad Prisma” as a playable Three.js-style 3D driving game viewed from a behind-the-car chase camera. Set a dark futuristic neon city at night: near-black navy sky/background with fog, tall blocky skyscrapers lining both sides of a long straight roadway, buildings in deep purple/blue tones with occasional cyan and magenta horizontal neon bands, and slim curved street lamps placed alternately along the sidewalks. The road is a broad dark indigo surface extending far into the distance, with a cyan dashed center line and bright magenta neon curbs/edge lines on both sides. Use a perspective camera initially behind and slightly above the car, looking toward the road horizon; smoothly follow the car laterally and longitudinally as it drives. The road/city should give the impression of endless forward travel by looping/repositioning the car when it reaches the far end rather than displaying a finish line. The player controls a low-poly sports sedan centered near the bottom foreground. The visible vehicle should face forward down the road (the model is oriented toward the horizon), have a dark red/maroon body, pale blue windshield, blue/dark bumpers and side details, bright headlights, and a glowing underbody light. The underglow is magenta during normal driving and changes to cyan while turbo is active. Keep the car constrained within the roadway, allowing horizontal movement from approximately the left curb to the right curb. Steering should smoothly move left/right and slightly yaw/tilt the car, not snap instantly. Driving mechanics: start stopped at 0 KM/H. Holding W or Arrow Up accelerates; without throttle the vehicle gradually slows; S, Arrow Down, or Space applies stronger braking. Holding Shift while accelerating activates turbo, increases acceleration and raises the speed cap. Clamp speed at zero and use a normal top speed around 20 internal units and turbo top speed around 28. Forward motion advances the car toward negative Z, and distance accumulates; when it passes the far end of the generated road, wrap it back near the start so driving continues endlessly. There are no enemies, traffic, collisions, weapons, lives, checkpoints, or score mechanics visible in the implementation. Build a Spanish HUD over the game. At top left show “CIUDAD” in spaced white uppercase letters and “PRISMA” beneath it in large cyan uppercase. At top right show the controls in Spanish: “WASD / flechas para conducir” and “Shift: turbo · Espacio: freno” in pale lavender. At bottom left show the current speed as a bold magenta value formatted like “0 KM/H”, updating while driving. On the initial screen, center a large glowing pink/magenta “CIUDAD PRISMA” title with cyan subtitle “CONDUCE HACIA EL HORIZONTE”; fade this introduction away once the player first accelerates. On narrow/mobile screens, show four touch buttons along the bottom: left arrow, “ACELERAR”, “FRENO”, and right arrow, with dark translucent navy fills, thin cyan rounded borders, cyan glow, and white labels/icons; buttons must act as held controls while pressed. Hide the mobile buttons on wider desktop screens. Use a clean full-screen responsive layout with no scrolling. Art direction: minimalist low-poly/city-kit geometry, strong cyberpunk synthwave palette of black/navy, electric cyan, hot pink, violet, and blue; emissive neon road markings and HUD glow; atmospheric fog and soft colored point lights around the road. Preserve the readable, sparse composition and the dramatic vanishing-point road view shown in the reference rather than adding extra gameplay systems.