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Arcade › Rat City
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Moritz Jungmann built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rat City yet. Play it, then tell Moritz Jungmann what you would add next.
Rat City was built by Moritz Jungmann 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 Rat City 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 third-person 3D arcade exploration game titled “Rat City.” The player controls a small, deliberately chunky and slightly silly brown-purple rat in a stylized low-poly city. Use a camera following behind and above the rat at roughly 7 units distance, with the rat’s rounded body, head, ears, eyes, red nose, and long thin curled tail visible in the foreground. Movement should be responsive ground movement with WASD or arrow keys, and the rat should rotate to face its travel direction. Include a short forward dash on Shift with about a 0.9-second cooldown; show a brief “SQUEAK BOOST!” toast when used. Also provide large touch-friendly on-screen STEAL / DROP and DASH buttons for mobile play. Build a broad square city map on green ground, arranged as a regular grid of dark charcoal roads: five north-south streets and five east-west streets, with beige sidewalk/plaza squares filling the blocks. Add simple chunky commercial city buildings around the outer blocks using low-poly blocky architecture, plus scattered yellow and gray crates, vents/props, and a dark rectangular secret-tunnel marker/sign near the far edge. The scene should have soft shadows, fog, a pale blue sky, warm directional sunlight, and a gradual looping day/night lighting and sky-color cycle. Add eight simple bright moving traffic cars on the roads: blocky yellow or red bodies with gray cabins, traveling continuously along horizontal or vertical lanes and wrapping around the city edges. Add two large stylized roaming cat hazards, dark charcoal/purple with spherical bodies and pointed ears, moving slowly around opposite outer areas. They are visible hazards to avoid, but do not add unshown combat or health systems. The central starting area is the rat hideout: a low flattened gray metal circular/sewer entrance with a glowing yellow center, surrounded by several radial gray pipes. Start the rat at this hideout. Place ten floating collectible snacks/shiny loot objects around the city at the approximate outer block locations, including near coordinates equivalent to (-9,9), (9,9), (-9,-9), (9,-9), (27,9), (-27,-9), (27,-27), (-27,27), (9,27), and (-9,-27). Each pickup should be a small orange or bright yellow faceted object with a yellow ring, hovering and slowly rotating. When the rat is within roughly 2.4 units, pressing E or the STEAL / DROP button collects the nearest available pickup, hides it, increments the carried loot, and shows a playful toast such as “Snack stolen! The rat union approves.” The core objective is to steal five snacks and return them to the glowing central hideout. Pressing E/STEAL / DROP near the hideout deposits all carried loot, resets the carried amount, and shows “Loot stashed in the hideout! Base upgraded.” Track deposited loot persistently for the objective. The HUD should show a dark translucent rounded panel in the upper-left with the yellow RAT CITY title, “Loot 0 / 5” initially, and contextual status text: initially “Explore the block. Find snacks and shiny things.”; while carrying loot, say how many snacks are in the rat’s cheeks; at five, instruct the player to return to the glowing hideout. In the upper-right show a red pill labeled “RAT JOB” and the mission text “Steal 5 snacks and bring them back to the hideout under the laundromat.” Put rounded STEAL / DROP and yellow DASH controls in the lower-right, plus centered temporary toast notifications and a subtle dark radial screen vignette. Include a start menu overlay before gameplay: dark blurred/gradient background, a centered dark rounded card, large yellow uppercase “RAT CITY” heading, description “A tiny rat. A huge city. Steal snacks, dodge cats, and become the king of the gutters.”, and buttons for SINGLEPLAYER and LOCAL 2 PLAYER. Display the current mode in the HUD. Singleplayer uses the main rat and the standard movement controls. Local two-player mode makes a second identical rat visible, starting around (3,0,3), controlled directly with I/J/K/L, with O for its steal/drop interaction and U for its dash. Show separate P1 and P2 carried snack counts in multiplayer; either rat can deposit its own carried snacks at the hideout, contributing to the shared deposited total. Keep the second rat hidden in singleplayer. The game should be playable immediately after selecting a mode, with no invented weapons, enemies attacks, health, lives, score multipliers, or additional levels.