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Mumbai Mile

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  • 3d
  • third-person
  • open-world
  • driving
  • mission
  • mobile
  • arcade

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by VIRAT SHARMA, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Mumbai Mile was built by VIRAT SHARMA 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 Mumbai 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.

Read the build brief for Mumbai Mile

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 compact third-person 3D browser game titled “Mumbai Mile,” viewed from behind and slightly above a human player in a small stylized Mumbai-inspired city. Use a bright low-poly/clean geometric aesthetic with soft shadows, a pale blue sky, atmospheric fog, warm sunlight, and an earthy tan ground. The city is a roughly 90-by-90 square with a grid of dark asphalt roads crossing at x/z coordinates around -24, 0, and 24, each road marked with short white dashed lane markings. Surround the roads with colorful simple rectangular shop and civic buildings, each with a contrasting awning and a white sign panel; visible names include Spice Bazaar, Mithai House, Hotel Konkan, City Clinic, Book Shop, Cinema, Textile House, Co-op Bank, Chai Corner, Phone Market, Stationery, and Clinic. Add a few stylized banyan trees around the edges and inside the blocks.

The player is a third-person animated casual human character, initially positioned near the south side of the city, around (0,0,30). Load/use a simple animated character with idle, walk, and run animations. Provide third-person movement with a left virtual joystick or keyboard/gamepad equivalent, camera look by dragging on the right side, and jumping with Space or a jump control. The camera follows the player at about six units distance with a moderate perspective view and supports looking around. Include responsive touch-friendly controls.

Place a blue garage building and yard near (-10, 0, 10), with a dark garage door and a yellow garage sign. Place a yellow taxi, green taxi, red/orange car, and a separate orange player car in the streets. Cars should be simple blocky low-poly vehicles with rectangular bodies, dark glass roofs, and four wheels. Also add a blue police patrol vehicle with a red light near the northern road. Traffic cars move continuously along their current road heading, reverse direction when reaching the city bounds, and should be visible as moving hazards/traffic. Add five animated pedestrians distributed through the blocks, wandering in small looping circles.

The core loop is walking around, entering a nearby car, driving around the city, and completing a three-step parcel mission. The HUD starts with money ₹650, Wanted 0/3, and a clock at 08:00. The initial objective reads “Reach the garage.” When the player presses ACT while within about 12 units of the garage, advance the mission and add ₹100; the objective becomes “Deliver the parcel to City Clinic.” When ACT is pressed within about 18 units of City Clinic at approximately (34,0,-33), advance and add ₹250; the objective becomes “Return to the garage.” When ACT is pressed within about 15 units of the garage again, finish the mission, add ₹500, and show “City starter mission complete.” Display the current objective in the upper-right HUD.

Add a DRIVE button that searches for the nearest car within about five units. If close enough while walking, pressing DRIVE enters it: hide the player character, attach/control the selected car, and increase Wanted by one up to a maximum of three. Pressing DRIVE again exits the car and places the player beside it. Label the button EXIT while inside a car. The orange player car should be available near the garage area, while any nearby traffic car can also be entered according to this same proximity rule. The police patrol is an environmental patrol/avoidance threat; retain the visible Wanted meter, capped at 3, and allow wanted level to occasionally decay slowly over time.

Include circular touch buttons at the lower-right: a large orange DRIVE/EXIT button, plus ACT, STYLE, and TIME. ACT performs mission interactions only when close enough to the relevant location. STYLE cycles the player’s outfit color through blue, dark red, and green when a player model is loaded. TIME toggles the clock toward daytime/evening, while the world’s clock also advances automatically; use the clock to shift lighting and atmosphere, with bright warm daylight around 08:00 and a dark blue night appearance after evening/night hours. During night, dim the sun and hemisphere light and change the sky/fog to dark blue. Keep the top HUD as translucent dark rounded panels with white text and pale yellow objective text, and show a bottom hint reading “Left joystick to move · drag right side to look · Space / jump button.”

Start with a centered dark translucent title card over the city. It should say “Mumbai Mile,” include the description “A compact browser city slice — walk, drive, deliver a parcel, earn money, and avoid the patrol.” and have a prominent orange “START CITY” button. The title card hides when START CITY is pressed and gameplay begins. Make the layout responsive for mobile portrait and desktop, with touch interaction enabled and no scrolling; preserve the clean rounded HUD/button styling shown in the reference.

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