Arcade › Market Mile
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Souvenir Joueur built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Market Mile yet. Play it, then tell Souvenir Joueur what you would add next.
Market Mile was built by Souvenir Joueur 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 Market Mile 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 exploration game titled "Market Mile", matching the supplied Market Mile / Hyrule Heights: Wanted Hero concept demo. Use Three.js-style low-poly fantasy visuals with a muted blue-gray sky, atmospheric fog, soft shadows, warm sunlight, and a broad dark paved road running into the distance through a small market district. The camera is a behind-the-player perspective camera that follows the hero at roughly 7 units distance; allow mouse dragging to orbit/look around. The controllable avatar is a stylized low-poly adventurer in a green coat, seen from behind, standing on the road near the market. Use WASD or arrow keys to roam, Shift to sprint, Space to hop/jump, and E to interact. Movement should have grounded third-person physics with walking/running animation, jumping, gravity, and a walkable slope limit. Build the environment as a compact fantasy town edge around the road: a wide charcoal-gray road with raised pale curbs on both sides and regularly spaced short yellow center dashes. Place rustic wooden fantasy buildings on either side, including a large timber-roof house/cobbler-style building to the left, a tea-house-style structure to the right/back, and a colorful open-air market stall near the road with timber posts, wooden counters/crates, produce, and striped fabric awnings in red/white and yellow/white. Add a few low-poly pine trees and scattered boulders beyond the road on both sides. Include a stylized wooden royal wagon on the left side of the road: chunky brown rectangular body, dark red polygonal canopy, four small gold wheels, and a gold sign/trim. Keep the visual style deliberately simple, chunky, colorful, and game-like, with all props casting/receiving soft shadows. Add three idle animated NPC adventurer-like characters: a merchant near the market stall, a guard farther along the left side of the road, and a taxi driver near the wagon/road. They should face appropriate directions and idle in place. When the player is within about 3.2 world units of an NPC and presses E, show one of that NPC's humorous dialogue lines in a temporary bottom-center toast, cycling through each NPC's two lines. Merchant lines: "Fresh moonfruit! No refunds if it phases out." and "Hero discount: 0%. The kingdom is broke." Guard lines: "Halt! That outfit is suspiciously green." and "Actually… carry on. You look employable." Driver lines: "Need a ride? It is pulled by a certified emotional support goat." and "Meter starts at one rupee per awkward silence." Each NPC interaction increases a wanted/notoriety value by one, capped at five; if interacting with the guard, make the guard flee away from the player briefly. If the player is within 4 units of the wagon and presses E, show: "You whistle. The wagon refuses to start and files a complaint." Otherwise, pressing E away from an interactable should show: "A mysterious kingdom, three errands, zero paperwork." Start with a welcome toast: "Welcome to Market Mile. Try not to commit any heroic misdemeanors." The HUD should be a fixed overlay that does not block gameplay: top-left dark translucent panel with the small gold uppercase label "CONCEPT DEMO // 2049", large subtitle "Hyrule Heights: Wanted Hero", and the control hint "WASD / arrows to roam · mouse drag to look · Shift to sprint · Space to hop · E to interact". At top right show a dark red badge reading "WANTED LEVEL:" followed by five star/diamond-like indicators, initially one filled and four empty (✦✩/☆ style), increasing to a maximum of five filled indicators on NPC interactions. At bottom center show a rounded dark prompt that reads "Explore the Market Mile" when nothing is nearby, "Press E to interact" near an NPC, and "Press E to heckle the wagon" near the wagon. Display dialogue and feedback as a centered dark toast near the bottom for a few seconds. The experience is an open-ended small exploration vignette rather than a combat game: no weapons, enemies, quests, inventory, or win condition; the core loop is roaming through the market, approaching NPCs or the wagon, and triggering the humorous interactions while observing the wanted-level HUD.