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Arcade › Neuenhof Undercover
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dani Cooloso built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Neuenhof Undercover yet. Play it, then tell Dani Cooloso what you would add next.
Neuenhof Undercover was built by Dani Cooloso 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 Neuenhof Undercover 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 low-poly 3D third-person driving/open-world game titled "Neuenhof Undercover". Set it in Neuenhof, Aargau, Switzerland, presented as an "Aargau • Open World Slice." Use a stylized toy-like city aesthetic with simple Kenney-style 3D assets, clean block geometry, soft shadows, late-afternoon warm sunlight with cool fill light, atmospheric blue-gray sky, and distance fog. World and camera: Build a flat green-gray terrain extending roughly 230 by 230 units, with a simple grid of dark charcoal asphalt roads crossing through the town. The main road runs forward/backward through the center and intersects another road near the horizon; roads have cream/off-white dashed center markings and raised pale-gray sidewalks along both sides. Place sparse suburban/commercial buildings around the roads, stylized conical evergreen trees, street lamps, and occasional benches. The camera is a smooth perspective chase camera behind and above the player vehicle, looking toward its front and the road ahead; it should follow and interpolate smoothly rather than snap. Use a moderately wide field of view, visible shadows, and fog that softens the distant city. Player vehicle and movement: Start the player in a chunky purple-and-gray SUV/toy car on the central road, facing into the town. The vehicle should visibly have a boxy body, purple side sections, gray bumpers/interior, and a yellow circular ring marker underneath it. Drive with WASD or arrow keys: W/up accelerates, S/down brakes or reverses, A/D or left/right steer, and Shift activates turbo. Normal top speed is about 18 world units per second and turbo about 28; show the speed in km/h in the HUD (the existing game scales movement speed by approximately 6). Apply acceleration, drag, steering that responds more strongly at speed, and clamp the car inside the playable square area. Space is labeled as handbrake in the driving hint, but the implemented driving behavior should primarily support the controls above. On-foot mode: Press E to exit the car when it is nearly stopped. Hide the car and show a simple stylized human character at the same location, using a third-person camera closer behind the character. On foot, WASD/arrow keys move in the four directions, Shift makes the character sprint, and E enters the car again when close enough. Update the hint and mode label between German driving and walking instructions. The pedestrian can move around the same bounded town area and should use idle/walk/sprint animation clips when available. Traffic and police: Populate the roads with several moving sedan traffic cars, including cars traveling along both north-south and east-west roads. They should move continuously at a slow constant rate, reverse direction when reaching the edge of the town, and be visibly separate from the player. Place two police cars in the town. They are initially inactive, but when the getaway mission starts they become active and chase the current player position, steering toward the player. If a police car gets within a few units, reduce player health over time and damp the vehicle speed. Track health internally and display a "BUSTED" status when it reaches zero; do not invent a combat system or weapons. Mission loop: Place a glowing yellow/orange cylindrical mission point around the southeast portion of the map (approximately x=28, z=-28), with a rotating yellow ring/marker visible beneath or around the car. The HUD initially says in German: "FREI: Drücke E am gelben Punkt". Implement the actual mission activation control as Q while in the car: activating it changes the point from yellow/orange to glowing green, sets wanted level to 2 out of 5, activates the police chase, and changes the mission text to "GETAWAY: Fahre zum grünen Punkt". Once the car reaches within roughly 6 units of the green destination point, complete the getaway, clear the wanted level, deactivate police pursuit, and restore the free-roam mission message. The mission is a simple drive-and-escape objective, with no shooting or inventory. HUD and presentation: Overlay a dark translucent HUD with rounded panels and white text. At upper left show large bold "NEUENHOF UNDERCOVER" and the subtitle "Aargau • Open World Slice." At upper right show SPEED with the current speed, STATUS, MODE, and WANTED. Status should cycle among CRUISE while stopped/slow, DRIVING while moving, TURBO at high speed, GETAWAY during the mission, ON FOOT while walking, and BUSTED if health is depleted. Mode should read "IM AUTO" in the car and "ZU FUSS" on foot. Show a five-star wanted indicator, initially all empty, with two filled stars during the getaway. Put the mission instruction in a second dark panel below the stats. At the bottom center show a pill-shaped German control hint: driving "WASD / Pfeile fahren • E aussteigen • Shift Turbo" and walking "WASD / Pfeile gehen • E einsteigen • Shift sprinten". For touch devices, hide the desktop hint controls as appropriate and provide large translucent rounded buttons along the bottom: left/right steering on the left, down/up, turbo, and E on the right. Make them press-and-hold controls, with E triggering enter/exit. Keep the overall experience as a small playable open-world driving slice with no menus, no loading screen, no weapons, and no extra mechanics beyond the driving, walking, traffic, police pursuit, wanted level, and getaway mission described above.