Arcade › Distrito Aurora
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lucia Rodriguez Pelaez built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Distrito Aurora yet. Play it, then tell Lucia Rodriguez Pelaez what you would add next.
Distrito Aurora was built by Lucia Rodriguez Pelaez 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 Distrito Aurora 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 playable browser-based 3D third-person social exploration game titled “Distrito Aurora”, with Spanish-language UI and the main title “Una ciudad para vivir”. Use a stylized low-poly city rendered with soft shadows, a muted cinematic palette, fog, and a simple orthographic-like urban layout viewed from behind and slightly above the player. The player is a casually dressed stylized humanoid character with dark clothing and brown hair, standing in a broad central plaza/intersection. Use a smooth third-person follow camera at roughly 7 units behind the character, with a perspective field of view around 58 degrees. The environment should have a large dark blue-gray city ground, a broad north-south dark asphalt main street about 7 units wide, a crossing east-west street, and a 15-by-15-unit desaturated teal-gray central plaza laid over the intersection. Add regularly spaced short cream-colored dashed lane markings along the main road. Place four simple low-poly commercial/suburban buildings around the plaza, approximately at the northwest, northeast, southwest, and southeast corners, with visible windows and doors; add several stylized faceted green trees with narrow brown trunks around the blocks. Light the scene with a bright warm directional sun, cool ambient hemisphere light, soft shadows, and blue-gray sky/fog so distant geometry fades out. The player can move with WASD or the arrow keys, run while holding Shift, and jump using the mobile control’s jump button. On mobile, expose a virtual joystick and jump button through the third-person controller. Animate the player with Idle, Walk, Run, and Jump clips according to movement state. Keep movement speed around 4.2 and use gravity/jump behavior equivalent to a jump speed of 8.5 and gravity of -22. The player begins at the main plaza/street area around position (0, 0, 10). Place three animated NPCs near the plaza: Lucía, a barista near (-3, 1), Mateo, a fotógrafo near (4, -2), and Álex, a diseñador near (2, 5). Use varied casual humanoid models, including female and male variants, and have all NPCs continuously walk in small looping wandering paths around their home positions (about 0.8 units side-to-side and 0.55 units front-to-back), facing the direction of travel. The player can approach an NPC within approximately 3.4 units and press E to talk. When close to an NPC, the status HUD should change to an interaction hint such as “E · hablar con Lucía”. Opening dialogue pauses the interaction focus and displays a dark translucent rounded dialogue panel at the bottom center. Show the speaker as “name · role”, and use the initial line “La plaza está llena de historias. ¿Te apetece conocer la ciudad?”; if that NPC’s relationship is above 1, instead use “Me alegra verte otra vez. ¿Qué hacemos hoy?”. Provide exactly three response buttons: “Saludar con energía” worth +2 relationship, “Preguntar por su día” worth +1, and “Hacer un comentario incómodo” worth -1. After selecting, update that NPC’s relationship and show a positive response (“Eso me ha gustado. Deberíamos repetirlo pronto.”) for positive choices or “Bueno… no era exactamente lo que esperaba.” for the negative choice, then close the dialogue shortly afterward. Escape closes an open dialogue. Track each NPC relationship independently; display up to three heart symbols for positive relationship and an em dash if non-positive when that NPC is being discussed. The general HUD should show “Relaciones: 0 conocidas” initially and count NPCs whose relationship is no longer zero as known. Add a travel control in the upper-right as a dark translucent rounded panel labeled “Viajar a” with three buttons: “Alcalá”, “Sevilla”, and “Zahara · Cádiz”. The current city should be Alcalá de Guadaíra by default, with the location status identifying it or the current nearby NPC. Travel instantly resets the player to the same spawn area and changes the atmosphere and colors: Alcalá de Guadaíra uses the original blue-gray sky/fog, dark blue-gray ground, and teal-gray plaza, with the tag “Ribera del Guadaíra”; Sevilla uses a dusty peach sky/fog, darker gray ground, and brownish plaza, with the tag “Centro de Sevilla”; Zahara de los Atunes uses a brighter cyan-blue sky/fog, blue-green ground, and sandy tan plaza, with the tag “Costa de Cádiz”. Only when Sevilla is selected, show a small stylized monument group: a tall Giralda-like tower assembled from stacked square base, mid, arched upper, and roof pieces around (-1, -10), plus a shorter Torre del Oro-like tower assembled from stacked pieces around (10, 2). The other cities retain the shared city layout and trees/buildings but hide these Sevilla monuments. Build the HUD as a responsive overlay that does not block 3D movement except for controls. At the upper-left show a small uppercase eyebrow “DISTRITO AURORA · DEMO JUGABLE” with wide letter spacing and the large white serif heading “Una ciudad para vivir”. At the upper-right show a dark semi-transparent glass status card with the current location (accented warm cream) and relationship text. At the upper-right below it show the travel buttons. Along the bottom-left show a dark glass hint bar reading exactly: “WASD / flechas para moverte · Shift para correr · E para hablar · móvil: joystick y botón de salto”. Use rounded corners, subtle borders, blur/translucency, white and pale blue-gray text, and warm tan accents. On small screens, compress the top layout, make the travel panel span most of the width and wrap its buttons, and keep the hint bar readable. Do not add combat, inventory, quests, collectibles, vehicles, enemies, or other mechanics beyond movement, city travel, NPC wandering, and relationship dialogue.