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Life City

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  • 3d
  • third-person
  • life-sim
  • exploration
  • casual
  • city
  • arcade

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Shibuny Shibuny, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Life City was built by Shibuny Shibuny 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 Life City 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 Life City

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 “Life City,” a playable, casual 3D third-person urban-life exploration game set in a bright, stylized low-poly neighborhood called Life City / Arcade District. Render a full-screen 3D scene with a smooth cartoon look: simple rounded capsule-like people, blocky pastel storefronts and apartment buildings, green sidewalks and park lawn, dark blue-gray asphalt, pale lane markings, geometric trees, a cyan sky with soft atmospheric fog, and warm daylight/shadows. Keep the player visible from behind in a close-follow third-person camera. The protagonist is a small cartoon teen with a cyan-blue capsule torso, peach face, dark cap-like hair, and dark blue legs. Populate the nearby street with a few similarly simple, gently swaying NPCs: Maya in pink near the player, Noah in yellow closer to the arcade, and Sam in mint green near the arcade. The player walks around freely through the small open neighborhood; the core loop is exploring, approaching a person or point of interest, and interacting.

Build the main street with a broad dark asphalt north-south road, dashed yellow center line, a crossing road and light sidewalks. Put ARCADE CITY directly ahead as the key destination: a wide dark navy arcade building, purple roof band, large blue-green glass frontage, central dark entrance, vivid pink awning, and a lit sign with small pink/cyan/yellow accents. Surround it with colorful boxy commercial buildings and simple trees. Include a small central park elsewhere in the district with green lawn, rows of geometric trees, and a simple blue fountain. The exterior arcade is an interaction destination; entering swaps to a compact indoor arcade room with dark blue floor and walls, six bright pink/cyan/yellow arcade cabinets with glowing screens, several colored service counters, and a purple prize counter.

Interactions are proximity-based and use E. Always show a prominent bottom-center context hint that updates as the player nears a person or place (for example, “Près de Maya — [E] pour interagir”), or explains that the player should approach an interactable. Pressing E near Maya, Noah, or Sam opens a modal dialogue with the character’s name, one of two short French greetings, and two response buttons. Choosing the affirmative response adds that person to the player’s friends list once; the other response simply ends the conversation. Near the park, show a brief informational toast. Approaching the arcade entrance and pressing E enters the arcade interior; record the arcade visit. Inside, E near the rear arcade-machine area opens a mini-game prompt that randomly names Turbo Racing, Basket Challenge, or Bubble Pop. The prompt offers a play action costing 5 coins; on play, deduct 5 coins and randomly grant 5 tickets on a win (roughly 72% chance) or show a try-again message. Near the prize counter, exchanging requires 10 tickets and grants a “Peluche pixel” inventory item; otherwise explain that tickets are needed. At the interior entrance, E returns outside. Include subtle French toast notifications for successful trades, wins, visits, saves, and similar interactions. The shops district may give a simple “opening soon” message rather than inventing a shop system.

Show a translucent dark rounded HUD panel at top left with the title “LIFE CITY / ARCADE DISTRICT” and live stats: in-game hour, coins, tickets, and number of friends. Start at 10:00 with 120 coins, 0 tickets, and 0 friends. Advance the in-game clock slowly and let the light/sky shift gently with time. At the bottom center, keep the proximity/interact hint. At the bottom right provide “Téléphone” and “Menu” buttons. The phone opens a dark translucent phone panel with six apps: Maps (player coordinates and arcade/park destinations), Messages (friend messages or an empty prompt to meet residents), Contacts (Maya, Noah, Sam and their friend status), Bank (coins and tickets), Weather (sunny, 22°C), and Music (a playlist with a simple play/pause button). Menu opens a pause overlay with a save button; persist player position, time, money, tickets, friends, visits, and inventory locally so progress remains after reload. Escape should open/close pause or leave the arcade when at its exit; T or M opens the phone. Use French UI copy wherever visible, matching the game’s friendly casual tone. Use clean, rounded dark navy translucent panels with subtle borders and blur, bright cyan headings, and readable white text. Keep all overlays/modal dialogues pausing movement, make the game responsive, and support direct movement controls suitable for a third-person desktop/mobile game without adding combat, quests, or systems absent from this design.

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