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Arcade › Paper Route
Click the game above and it runs right here in your browser. No download, no installer, no account needed. steve whitmire built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Paper Route yet. Play it, then tell steve whitmire what you would add next.
Paper Route was built by steve whitmire 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 Paper Route 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.
Rebuild a playable 3D third-person arcade game titled “Paper Route.” Set it in a dark suburban neighborhood at 4:00 AM, viewed from a slightly elevated chase camera behind and above the player, looking down a long straight road. Use a moody midnight-blue scene with a star-filled sky, visible moon, light fog, cool moonlight, warm glowing street lamps, lawns, sidewalks, trees, driveways, and suburban houses on both sides. The road should be about 250 units long, with a dark asphalt surface, pale yellow dashed center line, and sidewalks along both edges. Populate it with roughly 18 roadside mailboxes alternating along both sides of the street; mailboxes have red boxes, wooden posts, and yellow flags. Use a stylized low-poly/blocky 3D aesthetic, with soft shadows and emissive lighting. The player rides a small red-framed newspaper bicycle/moped straight forward down the road. Show a visible bicycle with two black wheels, metallic hubs and handlebars, a seat, a front/rear paper basket carrying a small stack of white newspapers, and a blocky rider. The vehicle continuously moves forward; the player only steers horizontally within the road using Arrow Left/Right or A/D, with matching on-screen left and right touch buttons. Steering should have acceleration, damping, a slight bike lean/tilt, and rotating wheels. The bike travels more slowly before collecting the route and faster afterward. Add a large on-screen THROW button and support Space to throw a paper. At the beginning of each run, place a conspicuous glowing cyan/blue paper depot or stack in the center of the road a short distance ahead. The player must ride into it to collect the daily route. Once collected, award enough papers for every mailbox plus 8 extra (for 18 houses, 26 papers), hide the depot, and make the nearest undelivered mailbox glow yellow. Before pickup, throwing must do nothing. After pickup, throwing consumes one paper and launches a small tumbling white paper from the bike toward the nearest valid mailbox ahead/nearby; papers should visibly arc/home toward that mailbox. A successful hit turns that mailbox green, increments Delivered, awards 100 score internally, and displays a delivery message. Undelivered mailboxes remain red, except the nearest valid target which is highlighted yellow. Place about 16 obstacles in the driving lanes along the route, including orange traffic-cone-like objects and simple blocky obstacles. Hitting one makes it disappear, costs one Bike Hit/health point, briefly slows and jolts/reverses the bike’s lateral motion, and displays a warning. Add dogs near some house lots and angry neighbors near others. They start stationary at home, but after the player has picked up the route they are triggered when the bike passes within a short distance. Dogs chase the bike for several seconds at about 4.9 units/sec, while angry neighbors chase for longer at about 4.35 units/sec. If a dog gets close, show “Dog bite! You lost momentum.” and remove one health point; if a neighbor reaches the player, show “An angry neighbor grabbed your handlebars!” and remove one point. Chasers should return home/stop after their timer expires or the bike gets far enough away. Start the player with 3 Bike Hits. At zero health, end the run in defeat. The route is won when every mailbox has received a paper after the route pickup. Also fail if the player reaches the end of the block without serving every house. On victory, stop gameplay, show a message stating that every house got its paper and the completion time, and offer “Ride Again”; restarting after a win advances the Day counter. On defeat, show how many papers were delivered and offer “Ride Again.” Reset bike position, papers, deliveries, health, mailbox colors, obstacles, enemies, timers, and route pickup state on a new run. Build a clean responsive HUD over the 3D view. Across the top use translucent dark blue rounded panels with thin pale-blue borders showing: Day, Time, Papers, Delivered (for example 0 / 18), and Bike Hits. Begin the clock at “4:00 AM” and advance it gradually during the run. Add a centered translucent message panel under the HUD for contextual instructions and event messages. Before starting, show a large centered translucent start card with the title “PAPER ROUTE,” descriptive text explaining: ride through the glowing paper stack, throw papers at mailboxes, dodge obstacles, and outrun dogs/angry neighbors, plus a bright rounded “START ROUTE” button. At the bottom, show a pill-shaped instruction legend reading “Arrow keys / A-D to steer — Space or THROW to launch a paper,” with large rounded left/right arrow buttons at bottom left and a larger THROW button at bottom right. Keep the interface dark, cool-toned, readable, and mobile-friendly, with cyan start controls and a warm yellow throw accent.