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Şehir Uçuşu

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4 plays

  • 3d
  • arcade
  • flight
  • endless
  • mobile
  • low-poly

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Joseph Joseph, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Şehir Uçuşu was built by Joseph Joseph 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 Şehir Uçuşu 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 Şehir Uçuşu

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 “Şehir Uçuşu” (City Flight), a playable, endless-feeling 3D arcade flight game viewed from a slightly elevated third-person chase camera behind a small airplane. The plane stays near the lower center of the view while the world and incoming objects move toward it, creating forward flight. Begin with a compact golden-yellow single-engine propeller plane with blue wing trim and a light-blue cockpit; make three selectable aircraft styles: this yellow prop plane, a cyan jet with dark-blue trim and twin engines, and a red-accented biplane. Use a bright, simple low-poly toy-like 3D style: broad cyan-blue sky with soft haze and scattered white clouds, flat green ground, a wide dark slate-gray straight runway/road with repeating dashed white center markings, and rows of chunky modern gray-and-white commercial buildings on both sides. Keep the aircraft and runway centered, buildings receding into fog, and use soft directional lighting and shadows. The main objective is to steer through incoming gold target rings/gates positioned at varied horizontal and vertical offsets among aerial hazards. Spawn a sequence of gate encounters with surrounding hazards such as a large ring, construction crane, hot-air balloons and a blimp, or paired wind turbines; vary the type and target position. A successful pass through the target opening awards one score point and one bank coin. Missing an opening ends the flight unless the player is performing a roll at the gate-check moment, in which case show a brief rescue toast and continue. Also spawn short trails of four spinning gold coins at varied positions; collect them by flying close to them, adding to the current-run coin total. At the end of a run, add collected run coins to the persistent bank and show a flight-over panel with score, run coins, and best score. Provide a start/replay and pause/resume menu.

Controls: keyboard WASD or arrow keys steer left/right and up/down, with bounded movement across the runway corridor and a limited altitude range. Space triggers a brief barrel roll (about one second, with a short cooldown); Shift triggers a brief turbo burst (about 1.35 seconds, with a longer cooldown), increasing forward speed and steering responsiveness. Include on-screen touch directional buttons and separate TAKLA (roll) and TURBO buttons for mobile. The camera smoothly follows the plane's horizontal position and altitude. The world scrolls continuously; obstacles and coins approach from ahead and pass the plane. Show a compact Turkish-language HUD with current gate score (star icon), run coins, bank coins, and a prominent yellow “Geliştir” upgrade button with its cost. Banked coins can purchase repeatable aircraft upgrades whose cost rises by level; upgrades modestly increase flight speed and steering and persist across sessions. Include a Turkish hangar panel for selecting the three aircraft; the latter two are initially locked and unlock through a clearly labeled simulated short demo-ad action, not a real ad. Include a settings panel for high/low graphics quality, engine sound toggle, and volume slider. Use Turkish interface labels, dark navy translucent rounded HUD pills and touch controls, bright yellow action buttons, and simple centered menu panels. Keep the flying gameplay immediately readable and avoid adding weapons, enemies that attack, missions, or unrelated systems.

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