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ColorQuest City

  • 3d
  • driving
  • arcade
  • missions
  • open-city
  • mobile-friendly
  • low-poly
0
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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. Sidak Singh built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about ColorQuest City yet. Play it, then tell Sidak Singh what you would add next.

Make your own game

ColorQuest City was built by Sidak Singh 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 ColorQuest City 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 ColorQuest City

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 3D third-person driving game titled “ColorQuest City.” Use a colorful, cheerful low-poly/open-city presentation with a follow camera behind and above a small sports sedan. The camera should smoothly follow the car, looking toward its roof/front, with a bright sky-blue background and light atmospheric fog. Build a compact square city area approximately 64–70 units across: lime-green ground, a dark navy north-south road and a slightly different dark road crossing east-west, yellow dashed lane markings, and a purple diagonal lane. Add four translucent, brightly colored district plazas at the corners: pink southwest/northwest-style plaza around (-16,-15), yellow around (17,-15), blue around (-17,16), and purple around (17,15). Include a narrow bright-blue canal along the far west side, palm-like trees around the outer perimeter, and colorful low-poly commercial buildings/skyscrapers around the edges and districts. Place eight visible orange traffic cones/light obstacles around the roads; when the car hits one, stop/rebound it slightly, reduce its speed, and show the message “Careful — cones slow you down!”

The player drives a pink sports car with a blue cabin (or equivalent low-poly sports sedan model), starting near the center at (0,-8). Support keyboard controls: W or Up accelerates, S or Down reverses, A or Left steers left, D or Right steers right, and Space (also Shift) brakes. Add a mobile touch joystick at bottom-left, where vertical movement controls throttle/reverse and horizontal movement controls steering. Keep arcade vehicle physics: acceleration, drag, braking, forward/reverse speed limits, heading-based movement, and boundary clamping to roughly -32..32 on both axes. The car should have a subtle pink glow/light.

The core loop is timed delivery missions. The game begins inactive with a “Start Mission” button and Enter key starting the current mission. On starting, show an intro toast and a glowing yellow pickup ring with a transparent vertical beam and a small yellow package/checkpoint prop. Drive within about 2.45 units of it to advance to the drop-off stage; hide the yellow target and show a glowing green drop-off ring/beam and green checkpoint prop. Drive to the green target to complete the mission, award cash and reputation, add 22 seconds to the timer up to 120 seconds, and return to the inactive state ready for the next mission. Animate the marker rings/beams and checkpoint props by rotating and pulsing them.

Use these three missions in sequence, then cycle through them: 1) “Paint Run”: start message “Mission: pick up paint cans at the plaza,” pickup (-15,-10), drop (16,13), pickup objective “Collect paint cans,” drop objective “Deliver color to the mural wall,” reward 
20 and +1 rep. 2) “Snack Dash”: intro “Mission: grab snacks by the tower,” pickup (18,-16), drop (-17,16), objectives “Grab snacks” and “Drop snacks at the beach party,” reward
80 and +2 rep. 3) “Festival Rescue”: intro “Mission: guide the worker to the festival,” pickup (-20,5), drop (8,-20), objectives “Pick up the lost worker” and “Bring them to the festival stage,” reward
60 and +3 rep. Include a worker NPC near (-20,5), preferably as a simple low-poly animated idle character, but the game must still work with a procedural fallback if external models fail. Start with cash $0, reputation 0, and 90 seconds. The mission timer counts down only while a mission is active. If it reaches zero, end the mission/game state, hide active markers, show “Time ran out! Tap Restart and try a faster route.” and change the action button to “Restart.” Restart resets cash, rep, timer, mission sequence, player position, heading, and speed. During normal play the action button reads “Start Mission” when inactive and “Mission On” when active. Show brief centered toast messages for welcome, mission starts, pickup completion (“Pickup complete — race to the glowing green drop-off!”), mission completion (“Mission complete! +$... and +... rep”), and timeout. Overlay the game with a responsive glassmorphism HUD: at top-left show the title “ColorQuest City” and current mission/objective text; at top-right show Cash, Rep, and Time values. Show a bottom-center hint reading “Drive to glowing zones. WASD/Arrows to drive • Space brake • Tap/drag the joystick on mobile.” Put a rounded blue-to-purple Start Mission/Restart button at bottom-right, and a circular translucent white joystick with a pink-yellow thumb at bottom-left on mobile (hide it on desktop). Use rounded white translucent panels, colorful bold typography, soft shadows, and a bright playful palette. Add a full-screen initial loading overlay with a blue/pink/yellow gradient and centered white text “Loading ColorQuest City…”; remove it once the scene is ready. Use soft hemisphere and directional sunlight with shadows. If using external CC0-style Kenney city/car/cone models and a Quaternius worker, retain procedural low-poly city/car fallbacks so the playable game never hangs if asset loading fails.

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