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Arcade › Life Streets
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Nobody has said anything about Life Streets yet. Play it, then tell Jonathan Walls what you would add next.
Life Streets was built by Jonathan Walls 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 Streets 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 3D life-simulation exploration game titled “Life Streets.” Use a third-person camera following a small blocky human avatar in a low-poly city. The scene should have a pale blue sky/background with matching distance fog, soft shadows, and a stylized Kenney-like modular asset aesthetic. Build the world on a large green ground plane with a grid of dark asphalt roads: three broad north-south roads and three east-west roads, separated by light gray square sidewalks. Place a narrow blue river along the far right side of the map and a large green central park toward the far end, with several simple conical trees. Place four recognizable building assets around the city, representing home, school, clinic, and club; include a parked yellow taxi near the middle of the map. Start the avatar near the southwest area of town and allow free exploration using WASD or arrow keys, with a mobile joystick-compatible control scheme and a third-person follow camera. The avatar should be a simple blocky character with an idle animation. The world is primarily navigable by walking; the interface tells the player to walk near buildings and make choices from the panel, but the implemented choice buttons are available from the HUD at all times. Overlay the game with a dark navy, translucent glass-like HUD. At the top left show the “Life Streets” brand and the player identity in the form of name and age. At the top right show compact stat cards for money ($), health (HP), happiness (JOY), intelligence (IQ), reputation (REP), and energy. On the right side, show a “LIFE CHOICES” panel with a two-column grid of six buttons: “Go to school,” “Work a shift,” “Hang out,” “Buy / use drugs,” “Visit clinic,” and “Sleep.” Below it show a “LIFE LOG” panel listing recent dated events. At the bottom left show an exploration hint: “Explore: WASD / arrows or the mobile joystick. Walk near buildings and make choices from the panel.” Use mint green as the primary accent, with pale blue, mint, and warm amber button colors. Include temporary centered toast notifications near the top. When the game starts, display a centered modal over a darkened scene titled “Start a new life.” Explain: “Your choices shape your stats, opportunities, and ending. Explore the city, then spend each month carefully.” Include a name text field defaulting to “Alex,” a “Starting background” select with exactly these options: “Balanced upbringing,” “Driven and ambitious,” and “Rough neighborhood,” and a full-width mint “Begin life” button. Starting state should be age 18, month 1, money 120, health 72, happiness 60, smarts 55, energy 70, reputation 35, addiction 0, and alive. On begin, use the entered name or Alex, hide the modal, add a log entry saying the player arrived in the city with their selected background, render the HUD, and show a “Your life has begun” toast. For the driven background set smarts to 70 and energy to 65. For the rough background set money to 60, health to 62, and reputation to 20. Balanced leaves the defaults. Implement monthly life choices with the following exact effects, then advance one month after every choice. School: add 7 smarts, add 3 reputation, subtract5, subtract 12 energy, increment schooling, and log “You studied hard. Doors opened a little wider.” Work: earn 30 + smarts/5 dollars rounded, subtract 18 energy, subtract 3 happiness, add 2 reputation, and log the earned amount. Hang out: add 11 happiness, add 5 reputation, subtract0, subtract 8 energy, and log “You made time for people who matter.” Buy/use drugs: subtract $35, add 8 happiness, subtract 10 health, add 12 addiction, subtract 14 energy, subtract 7 reputation, and log a candid warning that the short-term high has long-term costs. Clinic: subtract0, add 15 health, reduce addiction by 4 without going below zero, subtract 5 energy, and log that the clinic helped the player get back on track. Sleep: add 25 energy and 3 health and log that the player slept and reset their head. Clamp health, happiness, smarts, energy, and reputation to 0–100 after changes; money may change freely. Advancing a month should increase the month, restore energy by 8 minus twice the number of months advanced, and when month passes 12 reset it to 1, increase age by 1, and reduce health by 1. At ages divisible by 5, add a birthday log entry. End the life when age reaches 80 or health reaches 0. Determine the ending as “wealthy” if money is above 5000, otherwise “beloved” if reputation is above 70, otherwise “burned out” if health is below 20, otherwise “ordinary.” Show a toast such as “Life complete: [ending]” and log that the story ends with that ending. Once ended, disable further choices with a message indicating the life has already ended. Keep the recent life log limited to eight entries, with entries formatted using age and two-digit month, such as “Age 18.01 — ...”. Ensure the game is responsive: on small screens put the choices and log lower/right, compact the stats, and preserve touch-friendly controls and buttons.More free browser games