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Sidewalk Stories

  • 3d
  • exploration
  • third-person
  • low-poly
  • city
  • casual
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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. shaw gholap built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Sidewalk Stories yet. Play it, then tell shaw gholap what you would add next.

Make your own game

Sidewalk Stories was built by shaw gholap 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 Sidewalk Stories 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 Sidewalk Stories

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 browser-based 3D third-person exploration game titled “Sidewalk Stories.” Use a low-poly, colorful downtown city-block style with soft shadows and a clean stylized presentation. The camera should follow a blocky humanoid character from behind at a moderate distance, with mouse/touch drag look, and the character should face and move through the scene. Start the player at approximately (0, 0, 10), facing toward the city intersection. Support WASD and arrow-key movement, Shift to run, Space to jump, and dragging to look around. Use responsive full-screen rendering and a perspective camera.

Build the environment on a large flat green ground plane under a pale blue sky with atmospheric fog. Lay out a cross-shaped road system: a dark asphalt north-south road about 6 units wide and an east-west road about 90 units long, with matching light gray sidewalks bordering the roads. Add repeated short pale-yellow lane dashes along both roads. Arrange a downtown block around the intersection using multiple stylized commercial low-poly buildings in different shapes, placed around the four corners and farther along the streets. Include several parked low-poly cars: red/orange sedans and yellow taxis positioned near the sidewalks and corners, matching the visible city-kit aesthetic. Use directional sunlight, cool fill/hemi lighting, ambient shadows, shadow-casting objects, and a slightly foggy distance.

The player is a blocky character loaded from a blocky-character asset, with an idle animation when standing still. Place a glowing blue mission beacon on the road/city area at approximately (11, 0.12, -11): it is a short cyan-blue circular cylinder with an emissive material and a pale blue torus ring around it. Make it rotate and bob subtly so it is clearly visible. The primary objective is to reach this blue marker; when the player comes within about 2.4 world units, mark the objective complete and keep the player free to roam rather than ending the game.

Add a fixed HUD over the canvas. In the upper-left, show a dark translucent rounded panel with the cyan uppercase title “SIDEWALK STORIES,” the mission text “Reach the blue marker,” and the controls line “WASD / arrows to move · Shift to run · Space to jump · drag to look.” In the upper-right, show a five-star wanted-style indicator initially displaying one filled yellow star followed by four outlined/dim stars: “★☆☆☆☆”. At the bottom center, show a dark pill-shaped message reading “Explore the downtown block — the city is yours to roam.” On reaching the beacon, change the mission line to “Mission complete — roam free,” change the bottom message to “You found the marker. Try the side streets and parked cars.” and change the star indicator to two filled stars followed by three unfilled stars: “★★☆☆☆”. Ensure the HUD is readable on desktop and adapts on small screens by reducing or hiding secondary text where appropriate. Keep the experience an open city walk with no combat, inventory, traffic simulation, or other objectives beyond reaching the marker and roaming afterward.

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