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Arcade › GTA Punjab
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Karan Jot built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about GTA Punjab yet. Play it, then tell Karan Jot what you would add next.
GTA Punjab was built by Karan Jot 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 GTA Punjab 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 small playable 3D low-poly driving game titled “GTA Punjab.” Use a third-person chase camera behind and above the player vehicle, with smooth camera follow and a perspective view. Set the scene in a stylized, simplified Punjab-inspired city called “Balle Balle District,” using a bright pale-blue sky, atmospheric fog, strong warm daylight, soft shadows, and a muted low-poly aesthetic. Build a large flat ground plane with a repeating city road grid. Roads should be dark charcoal/black strips crossing horizontally and vertically, with short cream-white lane markings at regular intervals. Surround the roads with many chunky low-poly rectangular city blocks/buildings in varied sandy beige, tan, muted green, and reddish-brown colors. Add scattered roadside trees consisting of simple brown rectangular trunks and faceted green geometric crowns. Keep the environment sparse and low-detail, matching a low-spec arcade city. The player drives a blue-gray/salmon-toned low-poly sedan positioned near the lower part of the view. Use a recognizable 3D sedan model with visible wheels, windows, roof, and boxy proportions. The car starts around world position (0, 0.15, 30), facing toward the city grid. Drive with W/S or Up/Down to accelerate and reverse, and A/D or Left/Right to steer. Space acts as a handbrake/brake, reducing speed more strongly. Give the vehicle acceleration, reverse speed, a top forward speed around 15, reverse speed around 7, steering that responds more strongly at higher speed, and clamp movement inside the approximately -45 to 45 city bounds. Include basic friction so the car slows when the player releases the throttle. Add approximately six simple red/colored low-poly hatchback traffic cars on the roads. They should move continuously sideways along the road area, wrapping around from one edge of the city to the other when they leave the bounds. They are ambient traffic only; there is no collision or combat mechanic shown. Add shadows to vehicles, buildings, trees, and the player car. Place a rotating gold mission destination marker in the world, made from a glowing golden torus/ring lying horizontally and a translucent vertical yellow-gold beam rising from it. Start the marker at approximately (24, 0.2, -24). The first objective is to drive close to it, within roughly 4 world units. When reached, advance from Mission 1 to Mission 2, add ₹300 to the starting ₹250 cash, move the marker to approximately (-24, 0.2, -24), and show a toast message such as “Mission complete! Parcel pickup unlocked.” Reaching the second marker advances to a completed third state and adds ₹700, showing a toast such as “Story complete — Punjab belongs to you.” The code’s HUD labels Mission 2 as “Deliver the parcel to the bus stand,” but the visible implemented interaction is simply reaching the relocated gold marker; do not add a separate bus stand object unless it is only cosmetic. Implement a heat value starting at 0. Heat slowly decays over time and increases only while the car’s absolute speed is above 11, up to 10. Display heat as a horizontal meter that shrinks as heat rises; use a warm yellow-to-orange/red fill. There are no police or other heat consequences in the implemented mechanics. Overlay a fixed HUD over the game. In the upper-left, show a dark translucent rounded rectangular panel with a subtle golden border: large bold yellow text “GTA PUNJAB,” a smaller subtitle “Balle Balle District • Low-spec edition,” the current mission objective, the stats “₹ 250 • Heat 0” with the values updating, and the heat meter. Use the actual updated cash, heat, and mission state in gameplay. Show centered near the top a temporary dark rounded toast notification with yellow text when a mission is completed. In the lower-right on desktop, show a dark translucent help box reading “WASD / Arrow Keys to drive · Space handbrake” and “Reach the gold marker to progress the story.” On touch/coarse-pointer devices, hide that help box and show four large dark translucent, gold-bordered touch buttons for up, left, down, and right driving controls near the lower-right; these should work as alternatives to the keyboard controls. Use responsive rendering that fills the browser window, with antialiasing, shadows, fog, and a perspective camera. The overall result should feel like a compact arcade mission from a low-poly GTA-inspired driving game: navigate the grid city in a sedan, find glowing gold destinations, earn rupees, and progress through the short two-marker story.