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Arcade › Metroline City
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ajay Sikder built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Metroline City yet. Play it, then tell Ajay Sikder what you would add next.
Metroline City was built by Ajay Sikder 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 City 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 open-city driving and exploration slice titled “Metroline City,” with a dark, polished urban-district presentation. Use a large bounded city block on a flat ground plane: a central intersection and a grid of broad dark asphalt roads with pale lane markings, additional cross streets, concrete curbs, scattered mid-rise rectangular buildings, and a small park area with rows of trees. Include a downtown vehicle showroom near the center/right of the starting district: a prominent transparent blue-green glass rectangular building with a concrete roof and a bright warm yellow sign panel. Include an airport district toward the far end of the map: a large concrete terminal with a long glass frontage, plus a runway and taxiway marked with light runway stripes. Add simple looping traffic vehicles moving horizontally along a road. The environment should have realistic/stylized low-poly materials, cast shadows, atmospheric fog, and a changing daylight sky/time cycle that begins around 08:30 and gradually updates the HUD clock. The player starts on foot near the roads, represented by an animated humanoid character when the external character asset is available, with a capsule-like fallback body. Provide third-person mouse-look and movement controls: WASD to move, mouse to look, Space to jump, and Shift intended as sprint. Place a red coupe near the showroom. The player can approach within roughly 4.2 world units and press E to enter it; hide the pedestrian and switch to driving mode. While driving, use W/S or Up/Down to accelerate and brake/reverse, A/D or Left/Right to steer, with responsive arcade car physics, speed capped around 30 units/s forward and 8 units/s reverse, and keep the car inside the city bounds. Camera should smoothly follow behind and above the red coupe while driving. Press E again to exit, place the player beside the car, restore on-foot mode, and stop the car. The red coupe should be a visible imported/recognizable racing-style vehicle when the asset is available, scaled to fit the scene. The game is an exploratory open-city slice rather than a combat game: no enemies, weapons, health, score, or collectibles. The initial mission prompt should tell the player to reach the vehicle showroom and press E near the red coupe. After entering, update it to tell the player to drive to the airport district and that E exits the vehicle; after leaving, explain that the player can explore on foot or return to the coupe. Display a fixed glassy, translucent HUD over the scene: top-left branding panel reading “METROLINE” and “OPEN CITY SLICE”; top-right status panel showing MODE (ON FOOT or DRIVING), SPEED in km/h, and TIME; a dispatch mission panel below the brand; and a bottom-left help panel reading “WASD move / drive · Mouse look · Space jump · E enter / exit · Shift sprint” and “Drive toward the bright showroom and explore the airport district.” Use a dark navy/black background and fine gray-blue borders, white text, cyan-blue subtitle accents, mint-green status values, and warm yellow mission heading. On coarse/touch devices, show a virtual joystick at bottom-left plus JUMP and ENTER/EXIT buttons at bottom-right, while desktop uses the keyboard/mouse help panel. Use a cool blue-gray foggy atmosphere with warm directional sunlight, soft shadows, reflective glass, and a clean cinematic urban visualization style.