Arcade › Street Saint: Neon Riot
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Street Saint: Neon Riot was built by Otis Peers 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 Saint: Neon Riot 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 Saint: Neon Riot” as a browser-playable Three.js-style 3D third-person urban sandbox/action game. Use a perspective camera that follows behind and above the player, with mouse movement rotating yaw and pitch; when driving, switch to a chase camera behind the vehicle. Build a large flat city area on a 480x480 ground plane: a gray terrain, a grid of dark asphalt roads crossing at regular intervals, thin pale road center lines, repeated low-poly city-building assets arranged in blocks, and simple streetlights with dark poles and pale lamps. The intended visual mood is stylized low-poly neon crime/action: dark gray and blue-purple city geometry with bright cyan, magenta, and yellow accents, fog, directional daylight, and emissive neon trim/window elements. The supplied view shows a very large translucent magenta/purple foreground obstruction covering the center of the camera, so preserve the rough/occasionally obstructed low-poly presentation rather than aiming for photorealism. The player is a small humanoid Sci-Fi woman avatar loaded from a modular character model, initially centered in the city. Keep a simple fallback humanoid made from capsule/sphere primitives if external character assets fail. The player can walk in camera-relative directions with WASD at normal speed and sprint with SHIFT. C performs a forward slide burst only while sprinting, with a cooldown and yellow spark particles. SPACE is shown in the on-screen control legend as jump/handbrake (the implementation’s vehicle behavior should support the handbrake-style control if included, but do not add unrelated mechanics). The player rotates to face the camera yaw and uses idle, run, and shooting animations when available. The central loop is escalating street chaos: shoot targets with left mouse click held (or equivalent pointer fire), using a centered raycast from the camera. Show a small cyan crosshair at screen center. Each shot emits a brief yellow tracer from the player toward the hit point and sparks on impact. Shoot breakable storefront windows, civilians, and pursuing enforcers. Windows have 25 HP and breaking one gives 45 score and +7 chaos. Civilians have 10 HP; approximately 65 civilians wander around the city, then flee when enemies are present or chaos is above 15. Killing one gives 8 score, cash, and +18 chaos. Do not make civilians attack. Place five or fewer active enemies as chaos rises; enforcers/cops spawn 18–28 units away, pursue the player, and deal 8 health damage every 0.8 seconds at close range. They have 50 HP, award 130 score and +10 chaos when shot to death, and can use Soldier/SWAT-style modular models with idle, run, shoot, hit-reaction, and death animations when available. Add Q melee: a short-range forward attack within about four meters that knocks enemies back, emits sparks, deals 42 damage, and awards 65 score and +4 chaos for a kill. Let the player’s health begin at 100, decrease from enemy contact attacks, and end the run when it reaches zero. Maintain a score and multiplier system: begin at score 0 and multiplier 1x; successful destruction/kill actions award base score multiplied by the current multiplier, add cash, increase the multiplier up to 7x, and refresh a short combo timer. Display the HUD in a bold neon arcade style at the upper left with SCORE, MULTIPLIER, CHAOS, and HEALTH. Use cyan/white text, a magenta-outlined chaos bar, and a cyan-to-green health bar matching the supplied screenshot. The upper-right status should show a large pink “STREETS QUIET” style message while the city is calm, changing to an alert/boss warning state when appropriate. Include the centered cyan plus crosshair and a bottom-center control legend reading approximately: “WASD move · SHIFT sprint · C slide · CLICK shoot · E hijack/exit car · SPACE jump/handbrake”. Chaos is capped at 100; when it reaches 100, reset it to 35 and spawn a named boss/warlord if one is not already active. The boss is a larger SWAT/enforcer model (or a scaled primitive fallback), has 600 HP, moves at about 2.6 speed, and triggers a conspicuous “☠ WARLORD INBOUND” notification. Bosses otherwise pursue and attack like enemies. Keep the chaos bar visible so the player understands that reckless destruction escalates the threat. Scatter eight drivable toy/sports cars around the roads at the specified style of random urban positions. Near a car, press E to hijack it: hide the player and enter driving mode; press E again to exit beside it. While driving, use W to accelerate, S to brake/reverse, A/D to steer, clamp speed between about -7 and 29, and use a third-person vehicle chase camera. Cars bob slightly while moving. Driving into enemies at speed greater than 5 within roughly 2.3 units kills them, awards 160 score, and increases chaos by 12. Preserve the direct, arcade vehicle handling rather than adding traffic simulation. Add four simple solid shop structures with roofs, walls, and an open front doorway at these approximate city locations: BARBER at (18,-26), ITEM at (-22,14), WEAPON at (30,25), and FOOD at (-35,-25). Press F near a shop to enter/leave. Entering stores the outdoor position and places the player inside/at the doorway. The food shop costs 15 cash and restores 30 health; the item shop costs 40 and restores 50 health; the weapon shop costs 80 and applies the available firing upgrade behavior. The barber can simply be an interactable labeled shop without inventing an unimplemented haircut system. Keep shop walls solid for player collision. Use external low-poly GLB assets where available for buildings, toy cars, Sci-Fi player, Soldier/SWAT enemies, and varied civilian outfits (hoodie, farmer, punk, suit, adventurer, worker, etc.), but implement primitive fallbacks so the game still functions. Start automatically after assets finish loading, spawn the civilian crowd, and render full-screen with no conventional title/menu screen. Keep the neon HUD and control instructions over the 3D scene, and ensure the experience remains an interactive open-city score/chaos survival game rather than a mission-based level or racing-only game.