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Arcade › Harbor District

Harbor District

  • 3d
  • third-person
  • exploration
  • low-poly
  • city
  • mobile
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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. Abi Jago built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Harbor District yet. Play it, then tell Abi Jago what you would add next.

Make your own game

Harbor District was built by Abi Jago 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 Harbor District 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 Harbor District

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 compact browser-based 3D third-person exploration game titled “Harbor District.” Use Three.js-style rendering with a perspective camera following the player from behind at about 7 units distance. The scene should feel like a stylized low-poly city district under a pale blue-gray sky: use a large muted green ground plane, a long dark asphalt road running along the Z axis, repeated road-intersection tiles forming a straight road grid/strip, sparse white/light road markings, several simple commercial buildings placed around the road, and scattered pine trees. Include soft atmospheric fog in the distance, a bright warm directional sun with shadows, cool sky fill, and a cool rim light. Keep the palette subdued and slightly cinematic, with blue-gray pavement, dark curbs, green ground, and warm sunlight.

The playable avatar is a low-poly casual male character viewed from behind, standing on the road near the parked vehicle. Load/use an animated casual male character with idle, walk, run, and jump animations; scale it to a normal human size, cast and receive shadows, and face the direction of movement. Support third-person movement with WASD and arrow keys: walking movement, Shift to run, and Space to jump with gravity and grounded detection. The character can move around the road district, and the camera follows smoothly in third-person perspective.

Place one stylized sports sedan parked near the player on the right side of the starting area, orange/red in color with visible wheels. Add a prominent rounded DRIVE button at the lower-right corner. Tapping/clicking it toggles entry into and exit from the sedan. When entering, hide the character, set the sedan to the character’s current position and facing direction, and have the sedan follow the movement controller’s position/orientation so the player appears to travel as the car; when exiting, show the character again. The top status changes between “Exploring on foot” and “Driving the sedan,” and the button label changes between “DRIVE” and “EXIT CAR.” Do not add combat, missions, traffic, collectibles, health, score, or other gameplay systems.

Build the HUD as fixed translucent dark glass panels with rounded corners and subtle borders/shadows. At the upper left show the uppercase title “HARBOR DISTRICT” and below it “Exploring on foot” (or the driving status). At the upper right show the instructional text exactly in spirit: “WASD / arrows to move · Shift to run · Space to jump” and “Tap Drive to enter the parked sedan.” Make it responsive for mobile portrait screens, with a large touch-friendly DRIVE button, while retaining keyboard controls on desktop. Show a full-screen loading overlay initially reading “LOADING HARBOR DISTRICT” with the subtitle “A compact browser slice for Android,” then remove it after assets load. Use anti-aliased shadows, fog, tone mapping, and a clean minimal low-poly presentation matching the supplied screenshot.

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