Arcade › Constable on Call
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.
Nobody has said anything about Constable on Call yet. Play it, then tell kendall_leon what you would add next.
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.
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-based 3D third-person police patrol game titled “Constable on Call.” The player is a blue-uniformed male police constable with a dark police cap and a small yellow badge, viewed from an over-the-shoulder third-person camera. The setting is an overcast UK-style suburban street: a broad dark-green grass ground plane, gray sidewalks running along both sides of a central straight asphalt road, repeated low-poly storefront/building blocks lining both sides, scattered trees on the outer verges, curved street lanterns, benches, red UK-style mailboxes, and small grass patches. Use a stylized realistic low-poly asset look with shadows, blue-gray fog, and a pale overcast blue sky. Light the scene with soft hemisphere light and a warm directional sun; enable soft shadows. At the start, place the constable on foot near a parked patrol car at the near end of the street. The patrol car is a large dark/gray police vehicle with a roof lightbar that alternates blue and red flashing lights. Place a civilian male suspect farther down the street, initially around the right side / forward area. The suspect continuously walks around the playable area and flees from the player when within roughly 12 world units, choosing a bounded target location. Keep movement on a flat ground plane, with the suspect’s walk animation playing while free. Core objective and loop: patrol/chase the moving suspect, aim in the direction the constable faces, and fire a taser. Press T while on foot to launch two small blue electrical probes connected by a yellow wire; they travel forward quickly for less than a second. If either probe comes within close range of the suspect, stun him, award 120 points, and play a hit/defeat animation. A stunned suspect remains incapacitated for 6 seconds. Approach within about 3.2 units while on foot, then press F to arrest him and award another 250 points. After arrest, reset the suspect to a new random position farther away and resume his walking behavior, allowing the chase-and-arrest cycle to repeat. If the stun timer expires before arrest, the suspect gets up and resumes fleeing. Do not allow taser firing from inside the car. Include a drivable patrol car interaction. When the officer is within about 5.8 units of the car, press E to enter: hide the officer, place him in the driver seat, and switch to vehicle control. While driving, WASD or arrow keys accelerate forward/reverse and steer; use acceleration, friction, forward speed capped around 21, reverse capped around -8, and gradual turning. The camera changes to follow behind and above the car, looking toward its roof/front area. Press E again to exit on the car’s side, restoring the visible officer. The officer cannot arrest while in the car. The police car remains controllable on the flat street/grass environment and its red/blue roof lights continue alternating. Controls: WASD or arrow keys move the officer when on foot, with walking/running animation changes based on movement; mouse controls the third-person look after clicking the canvas to capture the pointer; E enters/exits the patrol car; T fires the taser; F arrests a nearby stunned suspect. Use a third-person control system with approximately 5.1 movement speed, jumping/gravity support if provided by the controller, and a camera distance around 4.2 units on foot. Keep the officer grounded on the plane. Add a fixed HUD in the upper-left with white text and subtle dark shadow: large light-blue title “Constable on Call”; a status line; “Score: 0” initially; and a compact controls line reading “WASD/Arrows: Move Mouse: Look E: Enter/Exit Car T: Taser F: Arrest (when close)”. Update the status text contextually: initially “Patrol the street. Locate and tase the suspect.” or an equivalent on-foot instruction; while on foot say “On foot patrol. Chase and tase the suspect.”; while driving say “Driving the patrol car. Press E to exit.”; after a successful taser hit say “Suspect stunned — move in to arrest!”; and when close enough say “Press F to arrest the suspect!”. Display the accumulated score, increasing by 120 for a taser stun and 250 for an arrest. Make the game playable immediately after assets load, with no combat weapons or mechanics other than the taser, no lives/ammunition system, and no additional mission types.