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Arcade › Grind Crew
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Judah Pallat built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Grind Crew yet. Play it, then tell Judah Pallat what you would add next.
Grind Crew was built by Judah Pallat 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 Grind Crew 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 third-person 3D arcade skateboarding game titled "Grind Crew". The player controls a small stylized articulated skater riding a skateboard through a compact concrete skate plaza, viewed from a smooth follow camera positioned behind and slightly to the side. Keep the player and board centered while the camera follows heading and looks ahead; widen the field of view slightly during jumps and grinds. The game should begin in Free Skate with the skater on the plaza and a score of 0. Build the environment as a grounded sunset-lit skate plaza made from layered pale gray concrete slabs with subtle procedural speckle/roughness. Include a central painted lane/seam, darker edge strips and coping, several raised concrete ledges/boxes, three wedge ramps, four low dark metal grind rails, and a recessed circular bowl at the far right/back area with a dark floor and metal coping ring. Surround the plaza with simple blocky city buildings in the distance, rows of blue-gray window pieces, a few low-poly green trees, two tall light poles with warm glowing lamps, and wooden/metal benches. Use a muted blue-gray sky with a warm pale horizon and sun disc, light fog, soft long shadows, mild bloom, vignette, and subtle film grain. The overall visual style is clean low-poly/semirealistic arcade 3D with strong material contrast, not cartoon outlines. The skater should be visibly modeled from simple 3D parts: a narrow skateboard with a customizable colored deck, black grip surface, trucks and four wheels; a humanoid with colored hoodie torso and hood, articulated arms and hands, pants, shoes, neck, skin-colored head, and a dark hair cap. Animate a slight crouch while rolling, arm/leg swing while moving, leaning while steering, an air pose during jumps, and a distinct balanced pose during grinds. Show a soft contact shadow below the skater that becomes smaller/fainter while airborne. Allow cosmetic presets: four deck colors, four wheel colors, four hoodie colors, four pants colors, and four skin tones. Cycling should update the model immediately. Core movement is simple arcade skating physics. Use left/right steering (or A/D and arrow keys), forward acceleration (or Shift/W/up), braking/reverse (or S/down), and a speed cap around 16 with gradual drag. The left stick steers/carves and RT accelerates; LT brakes/reverses. Keep the skater inside the playable plaza bounds. Press A on an Xbox controller or Space on keyboard to ollie: launch upward, apply gravity, and land on the current surface. Press ollie again while grinding to pop out into the air. Include a powerslide brake on controller X or keyboard X. Implement a staged flick-it trick system. A trick input must first flick the right stick downward, then within a short window snap the stick to a direction. Down then Up performs Kickflip; Down then Down performs Heelflip; Down then Left performs Pop Shuv; Down then Right performs Varial Spin; diagonal up-left performs Hardflip; diagonal up-right performs Inward Heel. The keyboard fallback is K to stage the downward flick, then I/J/L for the directional snap (up/left/right). Tricks only register while airborne, display the trick name, award points scaled by current combo and airtime, and visually rotate the board for flips or shuv/varial spins. A clean landing after sufficient airtime also awards points. Maintain a combo counter and accumulate score. Implement snap-to-grind gameplay on the four rails. While airborne, moving fast enough and aligned with a rail, automatically lock the board/skater to the closest rail, center the board on it, and move along its direction. Label normal grinds as "Boardslide" and use "Crooked Grind" when steering turn rate is high. While grinding, award repeated score ticks, show grinding speed in the HUD, and keep a balanced grind pose. The player can reach the rail end or slow down to exit; pressing A/Space pops out and awards a grind-out trick, sending the skater upward. Add three glowing crew challenge markers, each a vertical glowing pillar with a glowing ring at a distinct plaza location: blue Maya marker near the left ramp, red Rico marker near the upper/right plaza, and yellow Tess marker beside the bowl. When the player is within roughly 3.4 units of a marker, highlight it and allow interaction with Y on Xbox or E on keyboard. Interaction starts the nearby challenge; if no marker is nearby, it toggles between Free Skate and Crew Mode. B is not used in the implemented keyboard fallback; use the interaction/cancel behavior available in the prototype (Y/E) to cancel an active challenge and return to free skating. Challenges should be short timed tasks. Maya — Line Run gives 30 seconds to pass through four glowing checkpoint gates in sequence along the plaza route; update progress as 0/4 gates and award a completion bonus. Rico — Combo Stack gives 25 seconds to earn 900 points through tricks/grinds; track points gained during the challenge and award a completion bonus. Tess — Gap Air gives 20 seconds to launch through the bowl gap zone and land after at least 1.1 seconds of airtime; track the best airtime in the zone and award a completion bonus after a qualifying landing. On success display "Challenge Cleared"; on timeout display "Challenge Failed". Return to Free Skate after either result. Use small synthesized musical stingers for ollies, tricks, grind starts, checkpoint collection, challenge success, and failure, activated after user interaction. Create a dark translucent HUD over the 3D view. Across the top show the bold spaced title "GRIND CREW", a mode badge reading "FREE SKATE" or "CREW MODE", a controller status badge reading "XBOX READY" when a gamepad is detected or "NO CONTROLLER", and "Score 0" updated live. At upper left show a "CREW CHALLENGES" panel with the current task title, description, and progress/timer. At upper right show a "LAST TRICK" panel with the latest trick or dash, combo (initially Combo x1), and current speed (or Grinding speed). The initial challenge panel should say "Cruise the plaza", "Skate free or roll up to a crew marker and press Y / E.", and "No active challenge". Show brief centered amber notification banners for mode changes, challenge start/results, and the initial hint "Roll in — flick down then snap a direction for tricks". Add a bottom control/help panel stating: Xbox: LS steer, RT push, A ollie or pop out, RS down then direction for tricks, Y interact, Back customize. Keyboard: WASD, Shift, Space ollie or pop out, K then I/J/L for tricks, E interact, C customize. Keyboard P and Xbox Start/Menu pause the game. Press C or the controller View/Back button to toggle a bottom customization panel showing current Board (Deck N / Wheels N) and Skater (Hoodie N / Pants N / Tone N); Q/R or controller LB/RB cycle the cosmetic presets. Include pause behavior that stops gameplay updates while retaining the camera/HUD view.