Skip to content

Arcade › Crossfire City

Crossfire City

  • 3d
  • open-world
  • crime
  • third-person
  • driving
  • story
  • arcade
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. ayaanhussainsyed8 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crossfire City yet. Play it, then tell ayaanhussainsyed8 what you would add next.

Make your own game

Crossfire City was built by ayaanhussainsyed8 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 Crossfire 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 Crossfire 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.

Recreate “Crossfire City” as a browser-based third-person 3D open-city crime-game slice. Use a grounded, stylized low-poly city viewed from an over-the-shoulder camera that follows the player, with a dark blue-to-warm beige sky gradient, atmospheric fog, soft shadows, and realistic-ish PBR materials. The world is a large flat square city grid: dark asphalt roads cross horizontally and vertically at regular intervals, with short yellow lane markings, gray sidewalks, green grass blocks, and rows of simple box-shaped buildings in muted gray, red, blue, tan, and teal. Buildings should have flat roof caps, dark doors, and repeated blue-gray windows. Include a few landmark props/buildings around the map: a safehouse toward (-20,-20), a hospital district/building toward (38,38), a bank toward (20,-40), plus a street light and construction cone. Populate the streets with moving traffic cars and the sidewalks/city blocks with idle or gently wandering pedestrians. Use a male casual character as the player, named Daniel, initially positioned near the center/southeast area of the city. Use a blue sedan for Daniel and a dark police cruiser nearby; cars should have body, cabin glass, bumpers, headlights/tail lights, and four independently represented tyres. Also include several moving civilian sedans in red, green, gold, and gray. The player begins on foot and can enter/exit Daniel’s sedan near it with E. On foot, support WASD/arrow movement, Shift sprint, and Space jump through a third-person character controller. While driving, use W/S or up/down for throttle/reverse and A/D or left/right to steer; the camera/player follow the car. Give the car acceleration, drag, heading-based movement, rotating wheels, and a drivable state. Press F near the player car or police car to puncture the nearest intact tyre; visibly squash the punctured tyre and make the vehicle handle poorly/pull hard by reducing its effective movement factors. Press E again while in the vehicle to exit beside it. The city slice should have a story progression with exactly these mission states and displayed text: 1) “The Safehouse” — “Reach the safehouse at the purple GPS marker.” At the purple-marked safehouse, interaction advances the story and displays Daniel saying the safehouse feels wrong. 2) “The Trap” — “Daniel’s son is inside. Walk to the door and press E.” Interacting near the safehouse advances the state, raises the wanted level to 2, and shows a threatening Boss line. 3) “Fight Back” — “The gangsters have arrived. Get to the sedan.” Getting into the sedan advances to 4, raises wanted to 3, and shows Jack warning that cops are on them. Do not invent a combat system or visible gunplay; the supplied mechanics only provide the story text and vehicle/tyre interaction. 4) “Police Heat” — “Lose the cops — damage to any tyre makes the car pull hard.” Preserve a five-star wanted indicator and the tyre damage consequence. 5) “Final Request” — “Daniel is arrested. Jack and Jonny must choose what happens next.” Show Daniel’s family-cost/final-request narration after this state. The HUD must remain visible during play: a dark translucent glassy top bar with a Daniel stats panel at upper left showing “Health 100,” “
,450,” “Wanted ☆☆☆☆☆” (filled stars increase with wanted level), and “On foot” or “Driving · N flat tyre(s)”; a centered mission panel with purple mission title and objective; and a square dark minimap at upper right showing a faint city grid, a white player dot, and a purple safehouse/GPS marker. At the bottom, show a translucent dialogue box with speaker name in yellow, timed story dialogue, and the hint “WASD / arrows move · Shift sprint · Space jump · E enter/exit · P phone · F puncture nearby tyre”. Add a Phone button at bottom right. Pressing P or clicking it opens a dark translucent “Daniel’s Phone” panel with close button and rows for Jonny (“Safehouse is hot.”), Jack (“Police are circling.”), and “GPS — Purple route active,” plus buttons to Call Jonny and Text Jack; these buttons display the corresponding dialogue (“The safehouse is compromised. Move now.” and “I found a way out through the hospital district.”). Start on a full-screen dark navy radial-gradient title overlay with a centered rounded panel, title “Crossfire City,” subtitle “A grounded open-world crime-game slice about loyalty, family and the cost of one mistake.” and a purple “Start Story” button. Starting hides the overlay, begins the first mission, and displays Jonny’s opening line: “Months after the robbery, we still owe the city a debt.” Keep the visual language consistent: charcoal/navy translucent panels, thin light borders, rounded corners, purple accents, white bold typography, yellow dialogue speaker, and an understated cinematic city atmosphere.

More free browser games

Browse the whole Arcade →