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Constable on Call

  • 3d
  • third-person
  • police
  • arcade
  • low-poly
  • driving
  • action
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. kendall_leon built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Constable on Call yet. Play it, then tell kendall_leon what you would add next.

Make your own game

Constable on Call was built by kendall_leon 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 Constable on Call 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 Constable on Call

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 browser-playable low-poly 3D third-person patrol game titled “Constable on Call.” Set the scene in a simple metropolitan street: a long dark charcoal road running along the Z axis, about 18 units wide, with short cream dashed center markings. Surround it with a flat muted gray-green ground plane, sparse blocky multi-story terrace buildings on both sides in gray, blue-gray, beige, and tan colors, and dark street lamps lining both sidewalks. Add small dark blue window panels to the building fronts. Use a cool hazy blue-gray sky/background with distance fog, soft daylight, simple shadows, and stylized low-poly geometry.

The player is a blocky constable standing on the road, initially near the south end around the center lane. Model the avatar from simple primitives: a dark navy rectangular torso and limbs, a bright yellow high-visibility vest across the chest/back, a peach spherical head, and a dark navy flat cylindrical custodian cap. Use a third-person camera positioned behind and above the constable, with a centered circular crosshair. Support normal third-person movement with WASD or arrow keys, running with Shift, and jumping with Space. The camera should follow the player and allow the usual third-person view behavior.

Place three stationary incident targets along the road, visibly represented as simple low-poly figures with dark red/maroon capsule-shaped bodies and peach spherical heads: one left of center in the nearer section, one right of center farther down the road, and one left of center in the far section. The core objective is to resolve these calls by aiming the centered crosshair at a target and pressing T to fire a taser. Cast the taser from the camera forward, with a maximum range of about 24 units. On a shot, briefly show a pale yellow screen flash and a short bright cyan electric arc from the camera toward the hit point. Give the taser roughly a 1.1-second cooldown. When a target is hit, hide/remove it and increment the “Calls resolved” counter; missed shots still produce the taser visual but do not score. Do not add respawning or other target behaviors.

Add a marked police patrol car parked near the player at the right side of the road, using a recognizable stylized police-car model with a light bar. Initially show the constable on foot and the HUD vehicle state as PARKED. When the player is within roughly 3.3 units of the car, pressing E enters it: hide the player, change Duty to DRIVING and Vehicle to ACTIVE, and switch to direct vehicle control. While driving, use W/up to accelerate forward, S/down to reverse, and A/left and D/right to steer; smoothly damp the car speed toward the throttle, steer in proportion to speed, and constrain the car to the road area (approximately x=-6.6 to 6.6 and z=-52 to 52). Use a chase camera behind and slightly above the car while driving. Press E again to exit, restore the constable beside the car, and change the HUD back to Duty ON FOOT and Vehicle PARKED.

Create a fixed overlay HUD that does not block gameplay input: at the upper left, a dark translucent panel with a thin bright yellow left accent, the title “CONSTABLE ON CALL,” and subtitle “METROPOLITAN PATROL UNIT.” At the upper right, a matching dark panel showing exactly three status lines: “Duty: ON FOOT” or “DRIVING,” “Calls resolved: 0” (updating as targets are tasered), and “Vehicle: PARKED” or “ACTIVE,” with the key values highlighted yellow. Put a centered circular crosshair with horizontal and vertical white ticks. At the bottom center, show a dark translucent instruction panel reading “WASD / arrows move • Shift run • Space jump • E enter/exit car • T fire taser.” Use a clean Arial-like sans-serif, cool navy/charcoal translucent panels, yellow highlights, and a restrained professional police-patrol visual style. Make the game fill the browser viewport and resize responsively.”

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