Arcade › Little Junction
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Damian Bakker built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Little Junction yet. Play it, then tell Damian Bakker what you would add next.
Little Junction was built by Damian Bakker 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 Little Junction 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 third-person city exploration and delivery game titled “Little Junction.” Use Three.js-style real-time 3D rendering with a 60-degree perspective camera, soft shadows, ambient hemisphere lighting, a warm directional sun, and a pale blue sky/background with matching distance fog. The world is a compact low-poly suburban/urban junction on a large flat green ground plane. Build a grid of straight roads crossing at right angles: repeated road segments spaced roughly 3.2 world units apart across the town, plus one central intersection. Surround the roads with simple Kenney-style low-poly commercial buildings/houses in muted colors, arranged around the blocks, and scattered stylized large trees. Add dark gray streetlights with thin poles, short horizontal arms, and small glowing warm-yellow lamps at several intersections. Include a rectangular green park area toward the far side of town. The player is a small stylized person: a blue capsule-like body with a peach spherical head, standing at the initial position near the player car. The game starts in on-foot third-person mode, with the camera following behind and above the character. Support WASD/arrow movement and mouse camera look; support Shift to run. The player can jump through the third-person controller. Place a simple red player car nearby. The car is a low-poly boxy vehicle with a red rectangular lower body, a pale blue-gray raised cabin/window block, and four dark cylindrical wheels. Press E near the car to enter it; hide the character while driving and show an “IN AUTO” status plus speed in km/h. Press E again to exit, placing the character beside the car. While in the car, use WASD/arrow keys: W accelerates forward, S reverses/brakes, A/D steer, and the car gradually slows when not accelerating. Give it a following chase camera positioned behind and above the car. Constrain the car to the town bounds rather than allowing it to leave the playable area. Populate the roads with four simple moving traffic cars in blue, yellow, green, and orange/red. They travel along straight headings, turn around when reaching the outer bounds, and are boxy low-poly vehicles matching the player-car construction. Add five small wandering pedestrian NPCs, each with a capsule body and spherical head, using purple or pink clothing colors; they move slowly and change direction occasionally within the town. Implement the central delivery mission as a two-step interaction based on proximity, with no combat, health, timer, or inventory system. Start with the mission instruction in Dutch: “Missie: haal het pakket op bij het gele blok.” Place a small glowing yellow cube pickup marker around (-1, 8), beside a small pale sign/depot marker. When the player or car comes within about 1.5 units, mark the package picked up, change the objective to “Missie: breng het pakket naar de turquoise dropzone.”, show a toast such as “Pakket opgehaald! Breng het pakket naar de turquoise zone.”, and set score to 100. Place a glowing turquoise rectangular drop zone around (8, 8), beside a small light cafe sign. When the player or car comes within about 1.8 units, complete the mission, show “Afgeleverd! Missie voltooid.”, change the objective to “Missie voltooid — verken Little Junction.”, and set score to 250. The mission can be completed while either walking or driving. Create a minimal fixed HUD over the game. At top left show uppercase “LITTLE JUNCTION” in bold spaced lettering with a subtle shadow. Below it show a dark translucent rounded mission panel with the current Dutch objective. At top right show a dark translucent rounded status panel: while walking, display “Te voet” and “WASD + Shift”; while driving, display a highlighted “IN AUTO” badge and “km/u” followed by the rounded absolute vehicle speed. At the bottom center show a dark translucent help pill reading exactly or similarly: “WASD lopen · Shift rennen · muis kijken · E instappen/uitstappen · rijden met WASD”. Show temporary centered dark toast notifications near the upper-middle of the screen for entering/exiting the car and mission progress. Use a clean system sans-serif UI, rounded panels, white text, and a yellow accent for the in-car badge. Keep the art style simple, colorful, low-poly, and softly lit, with the camera showing the roads, buildings, trees, traffic, player, and mission markers from an elevated over-the-shoulder viewpoint.