Arcade › Metroline
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ashwani Ray built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Metroline yet. Play it, then tell Ashwani Ray what you would add next.
Metroline was built by Ashwani Ray 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 Metroline 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 urban walking/exploration game titled "Metroline". Use a perspective camera following a human avatar from behind at roughly 7.6 units distance, with mouse/touch drag to orbit the camera and mouse wheel to zoom. The avatar starts on the central road at approximately the middle of a city district, facing into the street. Support WASD and arrow keys for movement, Shift to run, and Space to jump; on mobile show an on-screen joystick for movement plus drag-look. Use smooth character locomotion with idle, walk, run, jump, fall, and land animation states, with gravity and a normal jump arc. There is no combat, scoring, inventory, mission, health, or win condition shown: the core experience is freely walking around the district. Build a broad low-poly city environment viewed in third person. Make a dark charcoal city ground/floor extending well beyond the playable streets, with a grid-like arrangement of pale gray sidewalk slabs. Lay out two intersecting wide black asphalt roads forming a cross, one running along the north-south axis and one east-west, with short regularly spaced yellow lane markings down their centers. Include crossroad and crosswalk road tiles around the intersections. Frame the roads with multiple stylized white/gray low-poly apartment or office buildings: tall tower buildings with repeated dark-framed blue windows and projecting dark balconies, plus shorter block buildings. Place these buildings on both sides of the roads and at the edges of the visible district, creating a canyon-like urban composition. Add small green shrubs near some building entrances. Use street lamps around the intersections and roads, and place a handful of parked low-poly cars including sedans and yellow taxis on or beside the streets. Add four ambient human NPC pedestrians using the same general stylized human character type as the player. They should use idle/walk/run-capable animation assets but simply wander continuously with gentle varying movement around the streets; they are non-hostile and have no interaction or collision gameplay requirement. The player is a small stylized businessperson/human avatar in modern clothing, centered in the view and casting a shadow. Art direction: polished low-poly/clean geometric 3D assets, cool blue-gray and white architecture, deep nearly-black roads, blue window glass, yellow road markings, sparse green shrubs, and a dark blue-black atmospheric background. Use soft shadows, ambient hemisphere lighting, warm directional sunlight, a cool blue rim light, subtle fog that makes distant city geometry fade into the dark background, antialiasing, and a slightly cinematic tone-mapped look. The environment should feel like a quiet modern city district rather than a dense traffic simulation. HUD: overlay a transparent dark rounded pill at the upper left labeled "METROLINE" in spaced uppercase light cyan text, beside another pill reading "CITY DISTRICT 01" in small uppercase pale green text. At the lower left, show a dark translucent rounded instruction panel reading exactly: "WASD / arrows to move · Shift to run · Space to jump · drag to look" and below it "Mobile: use the on-screen joystick and drag-look." Include a centered loading overlay at startup reading "LOADING METROLINE" that fades away once the scene and player assets are ready. Keep the HUD minimal with no score or other invented status indicators.