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