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Arcade › Riga City Explorer
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Stefans Ģipslis built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Riga City Explorer yet. Play it, then tell Stefans Ģipslis what you would add next.
Riga City Explorer was built by Stefans Ģipslis 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 Riga City Explorer 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 browser-based 3D third-person exploration game titled “Riga City Explorer,” with a stylized low-poly Riga-inspired downtown map. Use Three.js-style rendering with a pale blue sky, atmospheric fog, soft shadows, and a clean game HUD over the canvas. The player is a blocky humanoid character, visible in third-person, initially positioned on a broad city grid near a sports sedan. The camera follows behind and above the player at roughly 9 units distance and tracks the character as they walk, run, and jump; orient the character in the direction of movement and play idle, walk, or sprint animations when available. Build the city on a large square ground plane with a dark blue-gray surface. Lay out broad dark asphalt roads in a cross/grid pattern: a central north-south road, parallel roads at x=-30 and x=30, a central east-west road, and parallel roads at z=-30 and z=30. Add short yellow lane-divider dashes along the central roads. Fill the blocks with gray sidewalk/plaza slabs, leaving the roads open. Populate the skyline with repeated stylized commercial low-rise and skyscraper buildings in a regular city-block arrangement, plus curved street lamps around the central streets. Use a simple geometric, toy-like city aesthetic with blue-gray streets and colorful low-poly building assets. Include recognizable district landmarks visible in the world: a blue Daugava-style river spanning the map near the far edge at z≈62, with a gray stone bridge crossing it on the central road; a warm tan Old Town square at approximately (-15,45); and a green Esplanade-style park at approximately (15,45). Place several static KayKit-style traffic vehicles around the roads, including taxis, sedans, police cars, station wagons, and hatchbacks, arranged facing along the road directions. These are traffic props rather than moving enemies or traffic simulation. Provide a drivable sports sedan near the starting character. The player can press E, or tap a prominent mobile-friendly “Enter car” button, to enter/exit. When driving, keep the humanoid visibly alongside the sedan rather than hiding it. Driving uses WASD or arrow keys: W/up accelerates, S/down reverses/brakes, and A/D or left/right steer the car. Give the car momentum with damping, clamp its speed between reverse and forward limits, rotate it from steering input, move it in its facing direction, and constrain it within the city bounds. Switch to a close chase camera behind and above the sedan while driving. Pressing E or the button exits back to on-foot exploration. The HUD should be minimal and dark translucent with thin pale-blue borders and rounded corners. At the top, show the title “Riga · Downtown Explorer” on the left and a live clock on the right formatted like “DAY 01 · 12:00”; slowly vary the displayed daylight time around midday. At the bottom, show a rounded hint reading “WASD / arrows to explore · Space to jump · E to enter/exit car,” and place a gold/yellow rounded “Enter car” button at bottom right that changes to “Exit car” while driving. On initial asset loading, show a centered translucent “Loading Metrovale…” panel, then hide it once the city assets are ready; provide a simple fallback message if assets fail. Support desktop keyboard controls and mobile/touch use through the enter-car button and a third-person mobile control rig. Do not add combat, collectibles, health, scoring, timers, missions, or other objectives: the core experience is freely exploring the Riga-inspired city on foot and by car.