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Arcade › Street Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. owais anas built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Street Run yet. Play it, then tell owais anas what you would add next.
Street Run was built by owais anas 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 Run 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 arcade driving game titled “Street Run,” subtitled “Downtown getaway slice.” Use Three.js with a third-person chase camera behind and slightly above a small sports sedan. The scene is a compact low-poly downtown street: a dark charcoal ground plane, a straight dark asphalt road about 7 units wide extending along the Z axis, repeated road segments, and short yellow rectangular lane markings arranged across the roadway. Place simple commercial city buildings along both sides of the road, with building assets scaled large enough to form a street canyon. Use a light blue sky/background with matching distance fog, soft atmospheric lighting, shadows, a bright warm directional sun, and a clean stylized game-like presentation. The player is a sports sedan positioned on the road near the positive-Z end, facing down the street toward decreasing Z. Load/use a stylized sedan model, scale it up moderately, rotate it so it points down the road, and add a soft dark oval shadow beneath it. The car can move forward and backward, steer left and right, and remain constrained to the road’s lateral range: clamp its X position between about -2.4 and 2.4. Steering should smoothly move the car sideways while driving and slightly tilt/yaw the car visually in the steering direction. Forward movement is driven by acceleration input: increase speed while gas/throttle is held, apply strong natural deceleration when no throttle is held, allow a small reverse speed, and clamp speed to a small reverse maximum and a higher forward maximum. Translate speed into world movement along Z and accumulate traveled distance in meters from the absolute movement. When the car reaches beyond either end of the street, wrap it to the opposite end so the city route is effectively looping. Do not add combat, traffic, collision damage, weapons, fuel, lives, or enemies; the core activity is driving and collecting checkpoints. Place six glowing orange/gold checkpoint rings above the road, each oriented horizontally like a hoop hovering over the pavement. Arrange them in a fixed alternating left/right sequence: X positions approximately -1.8, +1.8, -1.8, +1.8, -1.8, +1.8, with Z positions approximately -10, -21, -32, -43, -54, and -65 (or use an equivalent repeating road layout if the route is kept within the visible loop). Make the rings emissive and visibly glow, rotate them continuously, and require the player to collect them in order. A checkpoint counts when the player is within roughly 1.2 world units along Z and 1.25 units along X of the currently active ring. On collection, increment the checkpoint counter, briefly enlarge/pulse that ring, then restore its size; advance to the next ring and loop the required index back to the first after all six have been collected. The HUD should show the current count as “Checkpoints 0/6” and update it during play. Add a couple of noninteractive street characters as environmental decoration: one stylized skull avatar on the left sidewalk around X=-4.4, Z=17 facing sideways, and one stylized capped character on the right sidewalk around X=4.4, Z=8 facing the opposite direction. They should cast shadows but have no gameplay behavior. Use commercial building and avatar assets if available, but preserve the visible arrangement and role as scenery. Controls must work with keyboard and touch/mouse pointer buttons. Keyboard: W or Up Arrow accelerates forward; S or Down Arrow applies reverse/braking; A or Left Arrow steers left; D or Right Arrow steers right; Space is a handbrake that rapidly reduces speed. On-screen controls should be fixed over the canvas: bottom-left rounded dark buttons with left and right triangle icons, and bottom-right a dark brake/handbrake button marked with a diagonal arrow plus a prominent orange-red “GAS” button. Buttons should support pointer/touch press-and-hold and release/cancel cleanly. On desktop, make the controls somewhat translucent; on mobile keep them easy to tap. Use a minimal HUD over the 3D view. At top left, show a dark translucent rounded panel with a thin light border containing gold uppercase “STREET RUN” and the smaller muted subtitle “Downtown getaway slice.” At top right, show a matching panel with right-aligned bold white text showing “Speed 0” on the first line and “Distance 0m” on the second, adding the live “· Checkpoints n/6” value once the game is running. At bottom center, show the hint “WASD / arrows to drive · Space handbrake · collect the glowing checkpoints.” Use a dark navy/charcoal overall UI palette, rounded corners, subtle shadows, white text, and an orange-red accent for the GAS button and golden accent for the title/checkpoints. Keep the canvas full-screen with no scrollbars, resize the perspective camera responsively, and render with antialiasing, shadows, fog, and a smooth animation loop.