Arcade › Harborline
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Evneet Kaur built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Harborline yet. Play it, then tell Evneet Kaur what you would add next.
Harborline was built by Evneet Kaur 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 Harborline 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 third-person 3D urban sandbox game titled “Harborline.” Use Three.js-style low-poly city visuals with a large flat gray city ground, a pale blue daytime sky, atmospheric fog, soft shadows, and a dynamic sun/ambient lighting cycle. Follow a blocky commercial-city aesthetic: a grid of dark asphalt roads crossing the map, thin pale lane markings, colorful rectangular mid-rise buildings with darker flat roofs in the downtown blocks, a suburban area with small beige houses and reddish roofs, an industrial area with larger gray structures, and a green Civic Park/plaza at the eastern side of the map with a rectangular lawn and a ring/cluster of simple brown-trunk, rounded green trees. Populate the streets with several low-poly civilian sedans that move along straight road routes and one stationary police/security cruiser. Add seven blocky pedestrian characters distributed around the city, using idle and walking animations. The player is a blocky animated character starting near the road grid at approximately (0, 0, 8), viewed with a third-person follow camera. The character can walk with WASD, run while holding Shift, jump with Space, and crouch with C through the third-person movement controller. The camera follows at a moderate distance behind and above the character. The main objective is shown in the mission panel: “Reach the amber marker at Civic Plaza.” Place an amber destination marker/indicator at the Civic Park destination around (58, 0, 50). When the player reaches within roughly 9 units of that location and presses F, complete the mission, clear the security alert, and change the mission text to “Free roam unlocked. Explore the districts.” Show a brief toast notification saying “Mission complete: Civic Plaza secured.” Implement enterable civilian vehicles. When the player is within about 5 units of a non-police sedan and presses E, hide the player, enter the car, raise the security/wanted level by one (up to three), and display “Vehicle acquired — drive to Civic Plaza.” While driving, W accelerates forward, S reverses/brakes, and A/D steer; use smooth acceleration toward a top speed around 18 world units per second and a vehicle-follow camera. Display the approximate vehicle speed in the mission panel while driving as “Drive to amber marker · [speed] km/h.” Press E again to exit, placing the player beside the car and showing “Exited vehicle.” Do not allow entering the police/security cruiser. Press F near a pedestrian to startle them: make that pedestrian flee briefly, reduce player health by 4, increase security/wanted level by one up to three, and show a toast such as “Civilian startled — security alerted.” There is no weapon system; the F interaction is the civilian interaction despite the control legend wording. Security HUD text should read “SECURITY: clear” at zero alert, or show one to three diamond symbols followed by “responding” when wanted. Health starts at 88 and is represented by a colored horizontal bar; keep it between 0 and 100 and update the numeric value. Build a dark translucent futuristic HUD over the game. At top left show a HEALTH pill with the current value (initially 88), a horizontal health bar with a red/pink-to-amber gradient, and a digital time pill initially around 09:20. Beneath it show a mission card with a cyan left border, bold “HARBORLINE,” the current objective, and the security status. At top right show a circular minimap with a pale border, dark blue-green map background, simple crossing road/grid graphics, a green player dot, an amber destination dot toward the upper-right, and a thin amber route line. Update the player dot based on the player or active vehicle position. At the bottom left show the control legend: “WASD move · Shift run · Space jump · C crouch · E enter/exit vehicle · F interact / fight · N day/night · R rain.” At bottom right provide touch controls with up/left/down/right buttons and an E action button for mobile play. Use brief centered bottom toast notifications for interactions. Advance an in-game clock continuously and display it as HH:MM, with changing sun intensity, ambient light, sky color, and fog color to suggest day/night variation. Press N to advance the time by half a day. Press R to toggle a full-screen stylized rain overlay made from diagonal translucent blue streaks; the rain is visual only. Keep the scene interactive and freely explorable after the objective is completed. Use restrained dark navy UI panels, cyan accents, amber objective markers, green player indicators, and clean bold sans-serif typography matching the shown interface.