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Arcade › Rush Parcel

Rush Parcel

  • 3d
  • arcade
  • driving
  • endless
  • delivery
  • low-poly
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. Haoran Sun built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rush Parcel yet. Play it, then tell Haoran Sun what you would add next.

Make your own game

Rush Parcel was built by Haoran Sun 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 Rush Parcel 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 Rush Parcel

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 3D arcade driving game titled “Rush Parcel.” Use a third-person chase camera behind and slightly above a small delivery van, looking down a straight three-lane city road. The player van starts near the camera at the front of the road and automatically drives forward; represent forward travel by moving the van down the road in the negative-Z direction while the camera follows smoothly from behind at approximately x-relative-to-lane * 0.35, y 9.5, z +15, looking toward the road ahead. The camera should show the van, the lane markings, traffic, and upcoming objectives.

Build the environment in a simple low-poly/stylized 3D aesthetic: a dark charcoal road roughly 14 units wide, green grass extending on both sides, pale gray curbs at the road edges, and white dashed lane dividers separating the three lanes. Place blocky muted blue-gray rectangular buildings along both sides of the road at varying heights and distances. Use a bright blue sky-colored background with matching distance fog, soft shadows, hemisphere ambient lighting, and a directional sun. The player vehicle should be a recognizable delivery van model, with traffic made from taxi and sedan-style car models; use simple stylized car assets if exact models are unavailable. Traffic vehicles face the opposite direction visually and move relative to the player.

The core objective is to pass through three glowing delivery gates before the countdown expires. Each gate is a bright yellow/orange emissive rectangular arch spanning the road, with two vertical posts and a horizontal top beam, placed far ahead along the route. Gates should be positioned at progressively distant points (roughly 38, 90, and 140 units ahead of the starting point). When the van reaches a gate, mark it delivered, increase deliveries, add 500 points plus 10 times the remaining whole seconds, and add 5 seconds to the timer. Completing all 3 gates immediately ends the run successfully.

Start with a full-screen dark translucent overlay and centered navy gradient card. The card title says “Beat the Clock,” explains: “Drive the delivery van through traffic. Change lanes, dodge cars, and hit the glowing delivery gates before the timer runs out.” Show the keyboard hint “Keyboard: A/D or ←/→ to steer, Space to boost.” Include a large green “START DELIVERY” button. The game begins with 45 seconds, 0/3 deliveries, and score 0; clicking the button resets and starts a new run and changes the button to “DRIVE AGAIN” after a finished run.

The van has three discrete lane targets, centered at x=-3, 0, and 3. Press A or Left Arrow to move one lane left, and D or Right Arrow to move one lane right, clamped to the outer lanes. Make lane changes smooth by interpolating the van toward the target lane and subtly tilting it during the transition. Support touch/mobile controls with large bottom-left buttons labeled with left and right triangle arrows. Add a large bottom-right “BOOST” button; holding Space on keyboard or holding this button sets boost on. Normal travel speed is 15, boosted speed is 24. Boost also causes the timer to count down 15% faster, so it is useful for reaching gates but risky.

Spawn about 10 traffic cars at staggered positions ahead of the van, distributed across lanes, with varied speeds around 8 to 12.5. As the player advances, recycle traffic that passes behind/too far forward by moving it back ahead and assigning it a random lane. A collision occurs when a traffic car is within about 2.3 units along the road and 1.25 units laterally from the van. Do not stop the van: subtract 4 seconds, subtract 100 score without allowing score below zero, and show the temporary message “CRASH! -4 seconds.” Avoid repeatedly applying the penalty while the same vehicles remain overlapping. If the van reaches a gate, show the temporary message “PACKAGE DELIVERED +5 seconds.”

Use a fixed HUD over the canvas. At top-left show a dark translucent rounded panel reading “RUSH PARCEL.” At top-right show dark translucent rounded stats with yellow values: “TIME 45,” “DELIVERIES 0/3,” and “SCORE 0.” Centered near the top below the stats, show short status messages such as “Ready to roll,” “Deliveries are marked by glowing gates,” collision feedback, and delivery feedback. At the bottom, keep the left/right touch buttons and the orange-brown BOOST button visible. The HUD should use a clean bold sans-serif style, rounded panels, subtle borders, blur/shadow, and responsive safe-area spacing.

The timer decreases continuously during play and the displayed value is the ceiling of the remaining time. If it reaches zero before all deliveries are complete, end the game and show the overlay card with title “Too Late!” and text like “Traffic won this round. You delivered X/3 parcels.” If all three gates are passed, show “Route Complete!” and “All three parcels delivered. Final score: X.” Keep the game continuously rendered with responsive resizing, touch-safe controls, shadows, and smooth movement. Do not add weapons, pedestrians, fuel, lives, branching routes, or other mechanics beyond the timed lane-switching delivery run described here.

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