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Arcade › LIFE27
Click the game above and it runs right here in your browser. No download, no installer, no account needed. CRM COMERCIO HOSPITALAR built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about LIFE27 yet. Play it, then tell CRM COMERCIO HOSPITALAR what you would add next.
LIFE27 was built by CRM COMERCIO HOSPITALAR 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 LIFE27 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 browser-based third-person 3D neighborhood exploration game titled "LIFE27 · VILA AURORA". Use Three.js-style rendering with a perspective camera following a simple human avatar. The player is a readable low-poly figure: a teal/turquoise capsule-shaped torso, a brown spherical head, and a soft-shadowed silhouette. Start the player near the south side of the central neighborhood, around coordinates (0, 0, 13), and let them explore a compact bounded district from an over-the-shoulder third-person view. Use WASD to move, Shift to run, Space to jump, mouse to control the camera, and E to interact. Build the environment as a sunny stylized low-poly urban neighborhood called Vila Aurora. The ground is a large green grass/park base, crossed by a dark charcoal main north-south street and a dark east-west cross street. Add broad beige sidewalks around the roads, dark pavement strips, several simple dark blue-gray building blocks around the edges, and low boundary walls enclosing the playable 56-by-56 area. Include a few trees, a park bench, and distant/edge commercial or apartment tower props in a colorful simplified city-kit style. Enable soft shadows, ambient hemisphere lighting, a warm directional sun, light blue sky, and atmospheric fog. The screenshot’s visual language is clean, chunky, low-poly geometry with strong sunlight and a large third-person character in the foreground. Place a green delivery/cargo truck near the central plaza/intersection at roughly (3, 0, 2). It should be a visible green cargo truck model and an interaction point. When the player is within about 3 units and presses E, toggle driving mode: hide the human avatar, make the truck represent the player, and show the message "Driving mode: WASD steers the truck. Press E to exit." Press E again to return on foot and show "Back on foot." The HUD action text should change to explain that the player is driving through the neighborhood and can press E to exit. Keep the truck in the neighborhood and have it follow the player movement/rotation while driving. Add four simple low-poly pedestrians with capsule bodies, spherical heads, distinct clothing colors, and names/routines conceptually corresponding to Maria, Joao, Rafa, and Luiza. Place them around the streets and have each wander in a small looping path around its home position with gentle bobbing, rather than using combat or complex AI. They are ambient pedestrians only and do not attack the player. Add a basic apartment entrance interaction near the edge building at approximately (-22, 0, -14). When the player is within about 4 units and presses E, toggle an apartment interior. Entering should move the player into a small simple enclosed room at an isolated interior location, make the apartment floor and four cream-colored walls visible, and show "Entered apartment — press E near the door to leave." Pressing E near the entrance/door should leave the apartment, return the player to the exterior entrance, hide the interior, and show "Left apartment." The interior is a simple room with a warm brown floor and pale walls, not a detailed furnished house. Add a central plaza interaction: when the player presses E in the central plaza area (roughly within x/z ±5) and is not close enough to another interaction, award R