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Street Sprint

  • 3d
  • arcade
  • collection
  • third-person
  • city
  • parkour
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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. Adarsh Raj built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Street Sprint yet. Play it, then tell Adarsh Raj what you would add next.

Make your own game

Street Sprint was built by Adarsh Raj 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 Sprint 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 Street Sprint

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 third-person 3D arcade collection game titled “Street Sprint.” Use a fixed-follow perspective camera behind and slightly above a blocky human character, with a bright blue sky, soft distance fog, stylized low-poly visuals, shadows, and a clean Kenney-like city aesthetic. The player starts near the south end of a large gray sidewalk/road area at approximately (0, 0, 24), facing into a cross-shaped city intersection. Build the environment on a broad green ground plane: two dark charcoal roads crossing at the center, one running east-west and one north-south, each about 10 units wide, with short pale-yellow dashed lane markings. Add gray sidewalk slabs around the intersection and place several tall, simple commercial buildings around the perimeter, including buildings at the northwest, north, northeast, east, southeast, southwest, and west sides. Scatter four parked low-poly sports sedans around the roads, approximately at the north road, south road, west road, and east road approaches; they are scenery only and do not need driving behavior.

The player is a blocky humanoid avatar wearing an orange/tan upper body, teal/green lower clothing, and a dark gray rectangular head/hair shape. Load or recreate a simple block-character model with idle and walking animation. The player can freely move around the scene using WASD or arrow keys, can run faster while holding Shift, and can jump with Space. Use a third-person camera that follows the player at roughly 7 units distance. Apply gravity and a normal jump arc; movement should feel like an outdoor sprint across the streets and sidewalks.

Place exactly five collectible cash markers around the block at these world locations: (0, -25), (25, 0), (0, 25), (-25, 0), and (9, 9). Each marker should be a hovering glowing gold/orange object made from a rotating torus ring and a faceted octahedral gem, bobbing gently up and down. When the player comes within about 1.7 units, hide that marker and increment the cash counter. Markers rotate continuously while active.

Create a fixed HUD overlay in white text. At the upper left show the bold uppercase title “STREET SPRINT” and beneath it a dark translucent rounded mission panel reading “Grab the cash markers around the block. Keep moving.” At the upper right show a dark translucent status panel reading “Cash: 0/5,” updating as markers are collected. At the lower left show the controls text “WASD / arrows to move · Shift to run · Space to jump.” On touch/coarse-pointer devices, hide the keyboard help and show a small lower-right hint saying “Touch joystick appears on the left.”

When all five cash markers have been collected, show a full-screen dark translucent completion overlay with a centered dark card, the heading “Block cleared,” the message “You swept the neighborhood.” and an orange “Run it again” button. The button resets the cash count to 0, makes all five markers visible again, returns the player to the starting position, and removes the completion overlay. Use lighting similar to a sunny daytime scene: pale blue ambient sky light, warm directional sunlight, soft shadows, and subtle fog that fades distant buildings. Do not add combat, enemies, traffic AI, weapons, timers, health, or extra objectives; the sole goal is collecting the five cash markers around the block.

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