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Steal an E-Ride

  • 3d
  • arcade
  • third-person
  • collection
  • stealing
  • low-poly
  • mobile-friendly
0
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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. Sindri Snær Gíslason built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Steal an E-Ride was built by Sindri Snær Gíslason 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 Steal an E-Ride 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 Steal an E-Ride

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.

Rebuild a playable 3D third-person arcade game titled “Steal an E-Ride.” Use a bright, simple low-poly aesthetic with an orthographic-feeling but actually perspective third-person camera following the player from behind and above. The world is a flat square green grass playfield under a solid light-cyan sky, with fog in the distance, strong soft directional shadows, and four stylized cone-shaped trees placed near the corners. The camera starts behind the player at the near end of a long red carpet runway. The carpet is about 8 units wide and 38 units long, with thin yellow horizontal stripes across it every few units. Four colored rectangular base pads sit around the field: the player’s cyan base is at the far/near-end position of the carpet (behind the player’s starting point), a blue BOT BLUE base on the left, a pink BOT PINK base on the right, and a gold BOT GOLD base at the far end. Each base has dark navy rectangular vehicle parking slots and a simple white raised name label/marker. Make the player a minimal stylized humanoid made from a cyan rectangular body and a smooth white sphere head, with no facial features. Movement is third-person free movement across the grass and runway, with jumping supported by the game’s third-person controls; support the control system’s normal keyboard/game or touch movement controls. Keyboard actions: E buys, steals, or deposits an e-ride; L locks the player’s base; F uses the cartoon bat. Also provide the two large mobile-friendly bottom HUD buttons: green “LOCK BASE” on the lower left and orange “🏏 CARTOON BAT” on the lower right.

Populate the runway/field with colorful low-poly electric rides. Each ride is a small scooter or bike assembled from simple meshes: a colored rectangular deck, upright stem, horizontal handlebar, two dark wheels, and, for bikes, two colored torus-like wheel frames. Spawn seven rides initially and spawn another approximately every five seconds at random positions along the runway area. Give every ride a randomly selected name from “Volt Scooter,” “Zip E-Bike,” “Comet Cruiser,” “Turbo Tandem,” “Spark Runner,” and “Moonshot Bike,” and randomly make it a bike or scooter. Give it one of six rarities and exact associated purchase price/income/color: Common $80 and income 4 (gray), Uncommon 
80 and income 9 (mint green), Rare $400 and income 18 (light blue), Epic $900 and income 38 (purple), Legendary
200 and income 85 (gold), or Mythic $6000 and income 220 (pink). Unowned rides are visible in the world and can be approached. Core loop: when the player is not carrying anything, pressing E near a visible unowned ride buys it if the player has enough money, subtracts its price, hides it from the world, and attaches it to/follows the player while carrying; if funds are insufficient, show a temporary red notification stating how much more money is needed. Rides owned by another base can instead be stolen if the target base is not locked: remove the ride from that base, set its owner to the player, hide it, and carry it. The player can also press E near a bot base with rides to take one. When carrying, show the ride following the player at about waist height and rotate it with the player. Pressing E while carrying attempts to deposit it; only deposit when close to the player’s cyan “YOUR BASE,” otherwise show “Bring it to YOUR BASE!” At the player base, make the ride visible in a parking slot, add it to the player’s collection, and show a notification such as “[ride name] secured! +$[income]/tick.” Each secured ride produces passive income continuously at income * 0.08 per second. The player starts with $650, no vehicles, and Base Lv.1. The base has 3 + its level parking slots. Implement the four base data values and labels exactly: YOUR BASE at the cyan base with $650, level 1, initially empty; BOT BLUE at the blue base with
200 and level 2; BOT PINK at the pink base with
700 and level 2; BOT GOLD at the gold base with
400 and level 3. Bot money passively rises at level * 6 per second. There is no need to invent autonomous bot movement or combat: bots are represented by their bases, money, and owned rides. The player can lock their own base for 60 seconds using the button or L, with a visible countdown beside LOCK BASE; while locked, attempts to steal from that base must show “[base name] is locked!” The cartoon bat has a roughly 1.1-second cooldown and is a playful proximity action: when used near a bot base, show “BONK! Cartoon boing!”, otherwise show “Swing! Find a player near you.” Do not add damage, health, or weapon mechanics beyond these messages. HUD must be fixed over the 3D scene. At top left, use a dark navy translucent rounded panel with a yellow border showing a money-bag icon and current whole-dollar balance in yellow, then “Vehicles: [count] | Base Lv.1” and “Carry: [ride name or nothing].” At top right, use a dark navy rounded “LEADERBOARD” panel listing BOT GOLD with a gold medal and its current money, BOT PINK with a silver medal and its current money, and YOU with a bronze medal and the player’s current money. When carrying, show a centered dark prompt near the bottom saying “Press E or tap the bat button? Bring vehicle to YOUR BASE”; when not carrying, show “Walk to a vehicle and press E to buy / steal.” Temporary gameplay notifications appear as a centered red/pink rounded banner near the top. Use chunky bold Arial-like UI typography, rounded cards, colored borders, and button drop shadows matching a cheerful mobile arcade game. Keep the scene uncluttered, colorful, and low-poly, with cyan water-like/base foreground color, green grass, red-and-yellow runway, navy parking slots, and pastel rides. Resize the camera and renderer responsively for desktop and mobile screens.

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