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Arcade › Metro Hustle

Metro Hustle

  • 2d
  • top-down
  • driving
  • arcade
  • delivery
  • city
  • mobile
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ruan Samuel built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Metro Hustle yet. Play it, then tell Ruan Samuel what you would add next.

Make your own game

Metro Hustle was built by Ruan Samuel 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 Metro Hustle 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 Metro Hustle

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 top-down arcade driving game titled “Metro Hustle” in a single responsive canvas that fills the browser viewport. Use a centered, smoothly following camera over a large 2400x1800 city map; scale the world to fit different screen sizes while keeping the player car near screen center. The visual style should be clean stylized 2D city graphics with dark blue-gray asphalt, muted green ground, golden dashed lane markings, blocky apartment/building facades, small repeated windows, subtle gradients, shadows, and a slightly gritty urban palette.

World layout: build a rectangular city grid with vertical and horizontal roads centered every 300 world units (at x/y approximately 120, 420, 720, 1020, 1320, 1620, 1920, 2220). Roads are broad gray asphalt strips with lighter curb edges and dashed yellow center lines. Fill non-road blocks with large dark rectangular buildings, generally about 220–245 wide and 190–220 high, with long offset shadows, roof highlights, rows of small blue-gray windows, and a dark doorway/garage-like rectangle near the bottom. Leave the central road corridors open. The screenshot should read as a dense overhead city grid with the car traveling along streets.

Player: draw a small vertically oriented orange/salmon car with a very dark outline, pale blue windshield, dark rear window, black tires, white front highlight and amber rear highlight. It starts at world position (1200,900), facing upward, with speed 0, HP 100, and boost value 100 (boost is not otherwise used). Driving is physics-like: W or Up accelerates forward, S or Down reverses/brakes, A or Left steers left, and D or Right steers right. Forward speed is capped around 300 and reverse around -110, acceleration is gradual, friction slows the car, and steering is stronger at higher speed; reverse steering should behave oppositely. Keep the car inside map bounds. Buildings block the car: if a movement attempt collides with a building, do not move through it, bounce/reduce speed, subtract a small amount of HP, and emit orange square impact particles.

Core objective: this is a delivery/getaway run. Place exactly three sequential yellow pickup markers at approximately (410,360), (2010,480), and (1680,1470). Only the next marker is active; draw it as a rotating golden outlined ring with a golden diamond/arrow shape. When the player comes within roughly 55 units of the active marker, count the package as delivered, add 
50 cash, increase wanted level by one up to 3, show a short-lived/updated message, and activate the next marker. Start with “Drive to the yellow marker”; after intermediate deliveries show “Package delivered — find the next marker”; after all three show “Clean getaway! You finished the run”. Upon the third delivery, stop the active objective and display a centered dark completion panel reading “GETAWAY COMPLETE”, “You made $750”, and “Press R to run it again”. Pressing R resets the player, cash, run count, wanted level, health, and objective to their initial state. Traffic and pursuit: add six moving civilian cars on the roads, using small copies of the car sprite in varied colors (coral, teal, yellow, purple, orange, cyan). They travel at fixed/moderate speeds and reverse direction when reaching map bounds; they should avoid buildings. Contact with civilian traffic damages the player slightly, reduces speed, and creates orange impact particles. Add four initially stationary police cars at approximately (760,970), (1880,920), (520,1500), and (2160,300), drawn white with blue/red flashing roof lights. Once at least one package has been delivered and the run is not complete, police pursue the player by turning toward the player, accelerating up to roughly 170, and navigating without entering buildings. Police contact causes more severe HP damage, slows the player, and emits pink/red particles. Display no separate wanted meter, but keep wanted behavior as part of the pursuit logic. HUD: overlay a translucent nearly black rectangular panel at the upper-left with the yellow title “METRO HUSTLE”. Below it show “CASH $0” (updating in
50 increments), “RUN 0/3” (updating deliveries), and “HP 100” (decreasing with collisions, never visually below 0; color HP red when low). Show the current objective message in mint green. Match the screenshot’s compact bold system-sans typography and dark translucent UI styling. Render touch controls for mobile near the lower-left: four semi-transparent circular buttons arranged like a driving pad—blue upward triangle labeled “ACELERAR” above, dark downward triangle labeled “RÉ” below, left triangle labeled “ESQ” to the left, and right triangle labeled “DIR” to the right. Support multi-touch so acceleration and steering can be held together. Keyboard controls must work as well. Add small square particle bursts for collisions and successful deliveries. Use a subtle atmospheric gradient behind/around the map and keep all rendering crisp and readable. The final result must be an actual interactive game, not a mockup or slideshow, with continuous animation, collision handling, camera follow, sequential objectives, traffic, police pursuit, HUD updates, mobile controls, and reset behavior exactly as described.

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