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Neal's Heist

  • 3d
  • chase
  • stealth
  • arcade
  • third-person
  • top-down
0
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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. Stutopia Industries built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Neal's Heist was built by Stutopia Industries 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 Neal's Heist 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 Neal's Heist

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 browser-based 3D third-person/overhead arcade stealth-and-chase game titled “Neal’s Heist,” using Three.js-style real-time 3D rendering and animated humanoid character models. The game opens in a city-road chase: Neal, a casual hoodie-wearing con artist, carries a framed painting and starts around the bottom of a long straight roadway, while Peter, an FBI agent in a suit, starts farther behind and continuously runs directly toward Neal. The objective is to reach the JFK airport marker at the far end of the road before Peter catches Neal.

World and camera: Make a long dark-gray asphalt road running along the Z axis, with broad gray sidewalks on both sides, repeated low-poly city buildings lining the edges, and evenly spaced white rectangular road markings down the center. Place several simple dark-blue rectangular car/crate obstacles in alternating left/right positions along the roadway. Add a blue circular airport goal marker near the far end and a dark sign structure above/near it indicating JFK/airport. Use soft ambient light plus a warm directional light, shadows, and a dark minimalist low-poly/asset-pack visual style. The chase camera is elevated behind Neal, looking forward down the road and following him as he moves; it should keep the player and road ahead visible.

Controls and chase rules: WASD or arrow keys move Neal freely in four directions on the road. Normalize diagonal movement. Neal moves at approximately 11 units/second, can be constrained to the roadway width and the playable Z range, and switches between idle and running animation depending on input, rotating toward movement. Peter automatically pursues Neal at about 9.5 units/second, also using run/idle animations and facing his movement direction. The obstacles should impede Neal with simple collision/bounce behavior. The HUD should show a top-left black translucent rounded panel reading “NEAL” and “Running to JFK.” At top right show “Distance to Airport: [number]m” and “Peter: [number]m behind.” Update the airport distance as Neal advances and the Peter separation as he chases. Show a bottom-center black translucent instruction panel: “WASD / Arrow keys to move • Reach JFK before Peter catches you.” If Peter gets within roughly 4.2 units, freeze the chase and show a centered choice dialog: “Peter caught you!” followed by “Peter Burke has caught up. You have two choices: Work for the FBI as a consultant... or return the painting and go to jail.” Provide a green button “Work for the FBI (Bonus Level)” and a red button “Return the painting and go to JAIL.”

Branch 1, airport victory: If Neal reaches the blue airport/JFK goal before being caught, show a centered dark result overlay with the title “ESCAPED!”, text “You made it to JFK with the painting. You win!”, and a “Play Again” button.

Branch 2, jail: If the player selects the jail option after being caught, show the result overlay titled “JAIL” with the text “You returned the painting and went to prison. Game over.” and a “Play Again” button.

Branch 3, FBI bonus stealth level: If the player chooses to work for the FBI, transition to a compact top-down office room. Use a brown floor with a darker central carpet, blue-gray walls on the back, left, and right, and a front wall split into two sections leaving a central doorway gap. Put a simple brown desk near the back wall, with the framed painting standing on top, and a dark blocky chair nearby. Neal starts near the front/entrance area; Peter in his suit starts near the desk and patrols horizontally left and right across the office. Change the top-left status text to “Stealing from FBI Office” and the instruction panel to “WASD to sneak. Avoid Peter. Get the painting from the desk!” The camera becomes a high top-down view that tracks Neal subtly. In this bonus level, WASD/arrow keys move Neal in full 360-degree motion at about 7.5 units/second, with walking/idle animations and rotation toward travel direction; keep him inside the office bounds. Peter patrols side-to-side at about 4.5 units/second, reversing at patrol limits, using a walking animation and facing patrol direction. If Neal comes within about 3.8 units of Peter, show a “CAUGHT!” result overlay with “Peter spotted you in the office. Game over.” If Neal reaches within about 2.2 units of the painting on the desk, show a “SUCCESS!” result overlay with “You stole the painting back from Peter’s office. You win!”

During the stealth level, retain the HUD layout but display “Distance to Airport: --” and “Peter: IN OFFICE.” Use simple animated low-poly humanoid models with Neal’s casual hoodie and Peter’s suit, and a visible framed painting attached to Neal while he is carrying it in the chase; in the office, place the painting on the desk as the objective. All result overlays should include a “Play Again” button that resets to the initial city chase. Ensure the game is playable immediately in a browser, supports window resizing, and uses rounded black translucent HUD panels and centered dark modal dialogs over the 3D scene.

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