Arcade › Neon Coast
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Neon Coast was built by ITS YAHYA 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 Neon Coast 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 exploration game titled “Neon Coast: Shadows of the Island.” Set it on a stylized low-poly coastal island at dusk, using a dark navy sky/background with fog, a broad dark green island ground plane surrounded by translucent blue coastal water, cinematic shadows, a cool cyan ambient light, warm directional sunlight, and a bright cyan point light near the player. Use a third-person camera following the player from behind at roughly 7 units distance. The player is a blocky humanoid character named Rayan Cross, initially positioned near a parked SUV around the Harborline area. Provide three selectable blocky character models: Rayan Cross (cyan theme), Zane Carter (orange theme), and Marcus Stone (lavender theme). Keys 1, 2, and 3 switch the active protagonist, updating the HUD name; only the selected character is visible. Movement should support WASD/arrow keys, sprint with Shift, and jumping with Space, with gravity and a third-person controller. Build the island as an explorable miniature city/coast environment. Include flat roads named/laid out as Harborline Road, Downtown Avenue, Airport Runway, and Mountain Road. Populate the skyline with rows of simple blue/teal rectangular towers, a suburban area with tan low houses and trees, industrial units, palm-like props, a military base with walls, hangar, and control tower, an airport/runway region, a port pier, and a hidden quarry with a rock. Include scattered simple purple civilian capsule-like NPC/traffic props. Use a combination of primitive low-poly boxes and cylinders plus Kenney-style low-poly assets for skyscrapers, suburban trees, palms, the SUV, and blocky characters. The main objective is Mission 01 — Signal in the Rain. Display a glowing cyan circular marker and a cyan torus beacon at Harborline/Port Pier, around coordinates equivalent to (-32, 52). The mission HUD says: “Reach the blue marker at Harborline and investigate the scrambled CoastWeb beacon.” When the player is close to the marker, allow F to investigate it. On successful investigation, mark the mission complete, change the marker to green, add 2,500 Coast Credits to the player’s balance, and replace the mission text with: “Beacon recovered. New lead: the Old Quarry relay is active — switch to Zane to scout the mountain route.” Place a drivable/interactable SUV near the starting area. When the player is within about 6 units, show a rounded prompt, “Press E to enter the SUV.” Press E to enter; hide the active character, attach/synchronize the SUV to the player controller, and change the mission instruction to “Drive to the Harborline beacon. Press E again to exit the SUV.” Press E again while driving to exit, placing the character just beside the vehicle. Keep the SUV visible and rotate it with the player heading while occupied. Implement a phone overlay toggled with P. It is a dark translucent rounded panel titled “COASTLINK // SMARTPHONE” and contains these rows: “📍 GPS — Harborline → Old Quarry,” “💳 CoastBank — fictional balance ₡ 12,480,” “📰 CoastWeb — storm front over the island,” and “🚙 DriveGrid — SUV stored at safehouse.” Create a fixed, non-blocking futuristic HUD with translucent dark blue panels, thin cyan borders, soft shadows, rounded corners, and cyan/white typography. Top left: “NEON COAST // SHADOWS OF THE ISLAND.” Top center help text: “WASD / arrows move · Shift sprint · Space jump · 1 2 3 switch · E enter SUV · P phone.” Top right stats panel: “PROTAGONIST RAYAN CROSS,” “COAST CREDITS ₡ 12,480,” and a live time/weather line initially “CLEAR // 18:42.” Start with 12,480 credits. Advance an in-game time continuously; format the current hour and minute, and show CLEAR during daytime, changing to NIGHT after 20:00 or before 06:00. Put the mission panel at bottom left with an amber uppercase mission heading and white explanatory text. Show interaction prompts as centered rounded pills near the bottom only when appropriate. Use a moody neon-coastal visual style: dark navy, teal, cyan glow, muted green terrain, blue skyscrapers, purple NPC capsules, warm sunset-like highlights, and fog that obscures the far distance. Add cast/receive shadows, antialiasing, tone mapping, and responsive resizing for desktop and mobile screens. The core loop is free third-person island exploration, switching protagonists, reaching the glowing Harborline beacon, investigating it with F, optionally entering and driving the SUV, and reading the mission/phone HUD; do not add combat, weapons, health, enemies, inventory, or extra mission systems not described here.