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Arcade › Street Pulse
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rayan Sajjad built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Street Pulse yet. Play it, then tell Rayan Sajjad what you would add next.
Street Pulse was built by Rayan Sajjad 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 Pulse 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 playable browser-based 3D driving game titled "Street Pulse" with a neon night-time mega-city setting and a polished futuristic HUD. Use a third-person chase camera that follows behind and slightly above the player car, smoothly tracking its heading; the camera should look toward the car and show a large explorable city from a dark blue elevated perspective. World: build a large square connected city map bounded roughly from -168 to 168 on both axes. Cover the ground with dark green/teal terrain and lay out a network of dark asphalt roads with pale yellow lane markings: a long central Grand Boulevard, north and south avenues, west and east avenues, Midtown and Uptown horizontal loops, West and East vertical loops, plus Harbor Road and Airport Road. Add a narrow blue river running roughly north-south through the middle with banks, and two raised bridges crossing it, each with side rails and small cyan lights. Populate the districts with many varied commercial mid/high-rise buildings arranged in blocks, plus street lamps and alternating cyan/pink glowing accents. Include a neon dealership area called HORIZON MOTORS around (-78,-78): a paved forecourt, blue showroom, bright pink sign, cyan lot lights, and four displayed cars. Player and driving: place a controllable car in the world, initially the free Street Sport car. The car is a 3D sports sedan model, with three other selectable/upgradable models available at the dealership: Hatch Racer, City Sedan, and Midnight Taxi. Use arcade vehicle physics: W or Up Arrow accelerates forward, S or Down Arrow reverses/brakes, A/D or Left/Right Arrow steers, Space brakes, and Shift activates a boost. Normal top speed is 24 (displayed as approximately 0-24 MPH), boost top speed is 32, reverse is limited to -8. Apply gradual coasting friction and stronger braking. Keep the car inside the city bounds. On mobile, provide large touch controls: left/right circular steering buttons at lower left, a red BRAKE button at lower right, and a blue BOOST button below it. Police and heat: include four police pursuit cars that spawn near the central roads and continuously steer toward and chase the player. Display a five-level star heat meter. Heat rises while traveling faster than 15 and gradually falls when slower; show FREE ROAM normally and PURSUIT ACTIVE while heat is above zero. If a police car stays extremely close to the player for about two seconds, bust the player: clear heat, reset speed, and respawn the player around the southern/central area. The police cars should be visible as actual pursuit vehicles, not just UI. Race activity: create seven glowing checkpoint gates arranged through the city at (0,0), (0,-105), (100,-105), (100,105), (-100,105), (-100,0), and (-78,-78). Each gate is a cyan arch made from two vertical posts and a top bar, except the first/start gate, which is pink. In free roam, show a race panel near the upper-right/center only when near the start area or racing, with the instruction to drive to the pink gate and press R. Start the race with R or a START RACE button; starting resets the player near the start gate, speed, heat, checkpoint index, and timer. During the race, require the player to drive through checkpoints in order, show progress such as "Checkpoint 1/7" and elapsed seconds, and hide/finish the race after the final gate, awarding $750 cash and clearing heat. Allow the button to abort an active race. Dealership and economy: show a left-side HORIZON MOTORS panel. When the player is within about 18 units of the dealership, explain the next available car and price and enable a BUY NEXT CAR button; buying can also be triggered with C. Start with000. The next cars cost $500, then $900, then400, and buying deducts cash and replaces the player vehicle model. Disable the button when too far away, when there are no more cars, or when cash is insufficient. Keep dealership display cars visible in the lot. HUD/art direction: use a dark navy background and cinematic fog, realistic/clean Three.js-style lighting, soft shadows, cool blue ambient light, warm directional highlights, and strong emissive cyan and hot-pink neon. Overlay translucent dark glass panels with thin blue borders, rounded corners, blur, and subtle shadows. At the upper left place a panel reading STREET PULSE with PULSE in pink. At the upper right show SPEED with a large numeric MPH value, HEAT with five pink stars/empty stars, CASH, and the current status (FREE ROAM, PURSUIT ACTIVE, or RACE ACTIVE). Show the dealership panel on the left, the race panel toward the upper right when relevant, and a bottom instruction bar reading "WASD DRIVE · SPACE BRAKE · SHIFT BOOST · R RACE · C BUY" with each key in a small outlined capsule. Make the layout responsive: hide keyboard instructions/touch controls on wide desktop screens, and show the touch controls on narrow/mobile screens. Do not add weapons, pedestrians, traffic, laps, weapons, or objectives beyond the described driving, pursuit, dealership, and checkpoint race systems.More free browser games