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Soul City

  • 3d
  • third-person
  • adventure
  • exploration
  • low-poly
  • sci-fi
  • mobile-friendly
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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. Rippy Clips built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Soul City yet. Play it, then tell Rippy Clips what you would add next.

Make your own game

Soul City was built by Rippy Clips 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 Soul 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.

Read the build brief for Soul City

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 third-person adventure game titled “Soul City” using Three.js-style rendering. The player starts as a small stylized low-poly monkey avatar on a floating/open rooftop lobby platform high above a city. Use a behind-the-player orbiting camera with a circular crosshair, soft shadows, fog, and a bright blue-to-pale sky gradient. The overall visual style is colorful low-poly sci-fi: dark navy architecture and roads, cyan/teal glowing trim, translucent blue glass, neon green accents, and warm yellow interaction lights.

World and layout: Build a large city ground plane roughly 140 by 140 units with a dark blue-gray material. Add a grid of broad roads crossing the city, with short pale lane-marker segments. Surround the roads with many tall Kenney-like low-poly commercial skyscrapers in varied heights, arranged around the perimeter and background. The player’s starting “LOBBY” is an elevated open-front room/platform around 38 units wide and 24 deep, with a dark floor, back wall, side walls, roof, blue glass panels, and glowing turquoise structural beams. Put a glowing circular green jump/return pad on the lobby floor labeled “RETURN PAD.” Add visible in-world floating labels for “SOUL CITY LOBBY,” “DAILY DEALS,” “SOUL BLOCKS,” “INVENTORY,” and “SOUL OPENER.”

Player and movement: Start the player at the lobby around (0,52,8), represented by a loaded stylized animal monkey model, scaled small and facing into the scene. Use third-person movement at about 7 units/second, jumping with about 14 jump speed and downward gravity, with WASD controls and Space to jump. Arrow keys orbit the camera; keep the camera approximately 7 units behind/above the player and looking at the player. On mobile, provide a virtual joystick for movement, camera arrow buttons, and touch buttons for E, jump, J, L, and Inventory. The player can walk/fall from the high lobby down into the city; when the player falls below the lobby region, switch the HUD mode to CITY and clamp the player to the city ground. In the city, walking onto the circular pad returns the player to the lobby and resets them to the lobby start position.

Lobby interaction loop: Place a dark “DAILY DEALS” table near the left side with a black cube-shaped Soul Block sitting on a glowing green base, plus small teal decorative stripes and eyes. When the player is nearby, show a bottom-center glass prompt: “Press E to claim today’s Soul Block.” Pressing E once claims it, increments the Soul Block count, hides the physical daily Soul Block, and shows a toast such as “Daily Soul Block claimed and added to Inventory.” Prevent claiming it again and report that the daily deal was already claimed. Near another table, place a large dark “SOUL OPENER” machine with a glowing green circular socket/hole and a bright yellow button. With a Soul Block selected/held from the Inventory, approaching the socket shows “Press E to place Soul Block in the opener”; pressing E consumes one Soul Block, marks it inserted, and reports that the machine can be activated. Approaching the yellow activation button then shows “Press E to activate the Soul Opener”; pressing E awards one Fighter hero and reports “You got the Fighter hero. Check Inventory to transform.”

Inventory: Put a glassy blue inventory station in the lobby and allow E interaction, or the large Inventory mobile/desktop button, to open a centered modal overlay. The modal should be a dark translucent glass card titled “Inventory,” with explanatory text “Click an item to hold or transform,” item cards, and a Close inventory button. If Soul Blocks exist, show a Soul Block item with a dark/green icon and “Click to hold”; clicking it sets the held Soul Block state and gives a toast telling the player to bring it to the opener. If a Fighter hero exists, show a Fighter item with a sword icon and “Click to transform”; clicking it enables transformation and gives a toast that transformation is ready. Show an empty-inventory message when there are no items. Escape closes the inventory.

Transformation and attacks: Once the Fighter item has been selected and the inventory is closed, replace/hide the monkey with a simple glowing warm yellow-orange capsule-like Fighter hero body attached to the player, and append “FIGHTER” to the mode/status HUD. While transformed, holding J or L creates a small glowing yellow attack ball at the corresponding left or right hand. Release the key to launch it toward the point under the mouse cursor, using a ray projected onto a horizontal plane; make the projectile travel quickly for about three seconds, then remove it, with no enemy hit system required. Support the same J/L behavior through the mobile buttons.

HUD and interface: Use a fixed full-screen HUD that does not block the game except for controls. In the upper-left, display a rounded dark glass panel with mint uppercase mode text (“LOBBY” or “CITY,” optionally “· FIGHTER”) and a status line such as “0 Soul Blocks · 0 heroes,” updating pluralization and adding “· Fighter active” after transformation. Show a small circular crosshair at screen center. Show nearby interaction prompts in a rounded glass pill at the bottom center, and temporary rounded glass toast messages near the top center. On desktop, show a small bottom-left help card reading “WASD move · Space jump · E interact · J/L hold and release to throw · Arrow keys orbit camera.” On narrow mobile screens, hide the help card and display the translucent circular joystick at bottom-left, circular action buttons at bottom-right, and a four-button camera pad at upper-right. Use rounded borders, cyan/teal outlines, subtle blur, shadows, and emissive neon accents throughout. The only progression is claiming one daily Soul Block, placing and activating it in the Soul Opener to gain a Fighter hero, selecting the hero in Inventory, and optionally exploring the city and returning via the pad.

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