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District Run

  • 3d
  • action
  • urban-sandbox
  • third-person
  • low-poly
  • shooter
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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. Julianderson Mesquita built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about District Run yet. Play it, then tell Julianderson Mesquita what you would add next.

Make your own game

District Run was built by Julianderson Mesquita 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 District Run 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 District Run

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 Three.js-style 3D urban sandbox prototype titled “District Run,” with a dark, polished game-jam presentation and Portuguese HUD text. Use a third-person character controller as the default: the player moves around a small flat city district with WASD or arrow keys, runs with Shift, jumps with Space, and uses mouse look. Include camera modes cycled by the “TROCAR POV” button or V: normal third-person camera behind the player, first-person view close to the player with a centered crosshair, and a high tactical overhead view. Keep the scene framed as an explorable square neighborhood rather than a linear level.

Build the environment from a large gray-green ground plane with three horizontal and three vertical dark asphalt roads crossing at x/z coordinates approximately -18, 0, and 18. Add repeated small pale-yellow road lane stripes along every road. Surround the streets with roughly ten chunky commercial/city buildings positioned around the outer blocks, six curved street lamps near the central area and side roads, and four parked sports sedans around the intersections. Use simple low-poly/blocky Kenney-like assets or equivalent geometry. Light the scene with a cool blue ambient/hemisphere light plus a warm directional sunlight and subtle blue rim light; enable soft shadows, mild atmospheric fog, and a nearly black blue background. The overall visual style should be low-poly urban noir: dark pavement, muted buildings, warm lane markings, cool blue interface accents, and warm highlights.

Populate the district with three hostile blocky humanoid characters and three non-hostile blocky NPCs. Place enemies approximately at (-10,-9), (11,-8), and (12,12) in x/z space, and NPCs near (-10,9), (10,8), and (-12,15). Give enemies red coloring and NPCs varied green/yellow/blue coloring. NPCs wander gently around their starting locations. Enemies wander when far away, but when the player comes within about 11 world units they slowly approach the player and turn toward them. Each enemy has 2 health points. The player should have a visible pistol held at the right/front side (the source prototype attaches a pistol model to the player), and use a centered white crosshair with a faint cyan glow.

Implement shooting through the large “ATIRAR” HUD button, mouse click/capture interaction, or F. Limit firing to roughly one shot every 260 ms. A shot searches for the closest enemy within 16 world units rather than requiring a detailed projectile simulation: reduce that enemy’s health by one, show a toast “ACERTO” for a surviving hit, and “ALVO NEUTRALIZADO” when its health reaches zero and it disappears. If no enemy is in range, show “TIRO DISPARADO.” Each successful shot increases RESPEITO by 1, capped at 99. Start with RESPEITO 12. Display the remaining visible enemy count as ALVOS.

Add the “SKIN” button and C keyboard shortcut to cycle the player color through four colors: blue, red, green, and yellow, with a brief “SKIN ALTERADA” toast. Add the “ESCOLHA” button to cycle three simple choice outcomes, showing these exact Portuguese labels as toast messages: “NEGOCIAR: +RESPEITO,” “PERSEGUIR: +RISCO,” and “AJUDAR: +ALIADO.” Apply the corresponding respect change from the prototype: +3 for negotiate, -1 for pursue, and +1 for help. Add E to toggle entering/exiting a nearby car, but keep this as a simple state toggle with toast text “VOCÊ ENTROU NO CARRO” or “VOCÊ SAIU DO CARRO”; do not add driving mechanics unless necessary.

Create a fixed glassy HUD over the canvas. At top left show a rounded translucent panel with the uppercase title “DISTRICT RUN” and subtitle “sandbox urbano · protótipo jogável.” At top right show “RESPEITO 12” (with the live value highlighted warm yellow) and “ALVOS 3 · POV 3ª PESSOA,” updating live as enemies are removed and views change. Put four rounded dark buttons with thin pale-blue borders at bottom left: “ATIRAR,” “TROCAR POV,” “SKIN,” and “ESCOLHA.” At bottom right show the instruction text: “WASD / setas para andar · Shift corre · Espaço salta” and “Mouse olha · clique captura · F atira · E entra no carro.” Use responsive behavior that hides the hint on narrow screens. Toast notifications should appear centered near the top as a rounded amber pill, and the crosshair should remain centered. Start by showing a short “DISTRITO CARREGADO” toast once the city assets are ready. Ensure the result is an actually interactive game, not a static scene: movement, jumping, camera switching, shooting, enemy count, respect, skin cycling, choice cycling, NPC/enemy motion, and car-entry state must all update in real time.

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