Appearance
Arcade › Street Heat
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Yasser Alaoui built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Street Heat yet. Play it, then tell Yasser Alaoui what you would add next.
Street Heat was built by Yasser Alaoui 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 Street Heat 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.
Recreate "Street Heat" as a mobile-friendly third-person 3D driving game using a dark, polished arcade aesthetic. Use a full-screen WebGL scene with a near-black/navy background (#10151c) and fog fading in the distance. Build a square city playfield on a large dark ground plane, with a grid of broad dark-gray roads: horizontal and vertical road strips crossing at regular intervals (roughly every 10 world units), plus small yellow lane dashes along the roads. Place simple commercial buildings around the road edges and a few large stylized trees in the outer blocks. Use low-poly/clean Kenney-style city assets or equivalent, with soft shadows, warm directional sunlight, cool hemisphere fill light, and restrained cinematic tone mapping. The player is a sports sedan controlled from a follow camera. Start the player near the south/center of the city at world position (0, 0.05, 14), with the car facing forward along its local -Z direction. A police car starts across the map at approximately (-12, 0.05, -14) and continuously chases the player by smoothly interpolating toward the player's position. Put a glowing, emissive yellow circular escape marker at approximately (24, 0.12, -24); make it rotate and bob subtly. The goal shown in the UI is: "Lose the patrol and reach the yellow marker." Driving is momentum-based. Support keyboard W/ArrowUp to accelerate, S/ArrowDown to brake/reverse, A/ArrowLeft and D/ArrowRight to steer, and Shift for nitro; also provide on-screen touch controls. Acceleration is 10 while pressing forward and -8 while reversing/braking, with drag proportional to speed. Clamp normal forward speed to 18 and reverse speed to -5; nitro multiplies the speed cap by 1.45. Steering changes the car's yaw only when moving, with steering direction reversing appropriately while traveling backward. Move the car along its facing direction and clamp its x/z position to roughly -36..36 so it stays within the city. Implement the patrol/heat rules exactly as a simple arcade state system: the run begins with HEAT 3 and TIME 0.0. The police moves toward the player. If the police gets within 2.2 world units, reduce heat at about 1.6 per second and slightly slow the player's speed; otherwise heat slowly recovers at about 0.08 per second up to 3. If the police is more than 16 units away, heat instead drains slowly at about 0.25 per second. If heat reaches zero, the player is busted and loses. If the player reaches within 2.3 units of the yellow marker, the player wins. While active, increment the timer in seconds and display it to one decimal place. When the run ends, stop movement, show either "You made it out." or "Busted. Press Enter or tap START ENGINE.", and change the central action button to "PLAY AGAIN" after winning or "RESTART" after losing. Press Enter when inactive or tap the action button to start/reset the run; starting resets player, patrol, heat, speed, timer, and hides the button. Briefly show the start message "Drive hard. Break line of sight." when a run begins. Use a smooth perspective follow camera with roughly 58-degree FOV. During play, position it about 10 units behind and to one side of the player's heading and 7.5 units high, smoothly lerping to the target, then look toward the player around 1 unit above ground. The initial screen should show the scene behind the UI and a centered start overlay. HUD/UI should match the visible reference: full-screen canvas; a fixed top bar with a translucent nearly-black rounded panel on the left containing yellow uppercase title "STREET HEAT" and white objective text, and a separate translucent rounded stats panel on the right reading "HEAT 3" and "TIME 0.0" with bold values. Center a prominent coral-red rounded rectangular button labeled "START ENGINE" with a soft red glow. At the lower left, show a two-row directional pad of four dark translucent rounded-square buttons: up arrow centered above left/down/right arrows. At the lower right, show a large circular coral-red "NITRO" button. Buttons should be touch-friendly, support press-and-hold input, and have subtle borders. Use responsive styling, hide overflow, and reduce touch-control opacity on larger desktop screens. Keep the overall presentation minimal, high-contrast, dark navy UI with yellow objective accents and red action controls.