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Sunny Side Lagos

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4 plays

  • 3d
  • life-sim
  • casual
  • low-poly
  • exploration
  • mobile

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Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Sunny Side Lagos was built by content 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 Sunny Side Lagos 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 Sunny Side Lagos

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 “Sunny Side Lagos,” a small, cozy 3D life-sim game set in a bright, fictional Lagos-inspired neighborhood. Build it as a compact square, low-poly diorama viewed from a fixed elevated oblique camera (around 42° perspective, looking down from above and slightly toward the far side). Keep the player and whole neighborhood within the view as they move; use a clean, colorful toy-like style with simple geometric forms, soft shadows/lighting, and warm daylight that subtly shifts with the in-game clock. Use a square play area with green grass, a straight gray north–south road through the middle, short yellow dashed center markings, and pale sandy sidewalks branching to either side. Add a few stylized palm trees along the far outer edges. The west side is a market/residential area: two small wooden produce stalls with brightly colored canopies and visible colorful fruit, plus a warm coral-toned home and a simple starter garden/room marker with a blue bed and pillow. The east side has a teal corner shop and a larger blue civic office, both simple boxy buildings with dark flat roofs, colored doors, blue windows, and yellow sign panels. Keep the street sparse and readable. Put the player near the starter home: a small friendly blocky character with brown skin, dark hair, a teal outfit by default, and dark trousers. Allow choosing a name and one of five outfit colors before play. The camera and world should feel like a navigable neighborhood, not a racing or combat game.

The main loop is everyday neighborhood life: move around, find glowing circular interaction markers, and press Enter or E (or the on-screen action button) when close to a location. Provide keyboard arrows/WASD and a mobile directional-button cluster. Player movement is smooth and normalized diagonally, at a brisk walking pace; constrain the character to the neighborhood bounds. The glowing markers designate the starter home, Palm Market, Kola Corner Shop, Civic Works Desk, and Bike Dispatch at the far end of the central road. Approaching within a few units and interacting opens a location-specific menu with keyboard up/down selection and Enter to choose; Escape returns to the city.

At home, let the player rest (recover energy, advance two hours, and reduce hunger) or pay ₦180 to improve the room. At Kola Corner Shop, offer a ₦20 snack that is consumed immediately and restores hunger, a ₦120 bunk-bed furnishing purchase, and an ₦80 plant furnishing purchase; furnishings increase the room level. At Palm Market, offer quick jobs: sell a fruit basket for ₦65 or restock the stall for ₦45. At Civic Works, offer sorting parcels for ₦75 or neighborhood helper work for ₦55. These quick jobs run for 18 seconds and consume some energy; award pay on completion, and no pay if their timer expires unsuccessfully. At Bike Dispatch, offer a delivery challenge: reach five glowing stops in order within 45 seconds for ₦110. Represent the active next stop with a bright floating gold marker; place the five stops around the neighborhood (first on the northwest side, then central-north, northeast, southeast, and southwest) and remove each as the player reaches it. The delivery fails if time runs out before all five are reached. Do not add combat, traffic, vehicles, dialogue systems, or additional objectives.

Make time-of-day, money, energy, hunger, housing and job progress meaningful. Start with ₦120, full energy and hunger, day one at 8:00 AM, a basic room, no snacks, and no active job. While moving, slowly drain energy and hunger and advance the clock; jobs also tick down while the player is in the city. Charge ₦50 rent each new morning/day transition, never allowing money to become negative. Show brief contextual notices for interactions and job progress. Keep the player free to roam during the day; pressing Enter away from a marker opens a pause menu. Include pause/resume, restart session, and return-to-character-screen options. When the browser/tab becomes hidden, pause automatically and show a welcome-back pause screen on return.

Use a readable compact HUD over the 3D view: top-left money in Naira and day, top-right time, right-side ENERGY and HUNGER percentage bars (green and amber), a centered neighborhood/district label, a small home-level/snack count, contextual notice near the bottom, and a footer that indicates job progress or free-day status and the basic controls. Add touch arrows at lower left, a pause button, and a prominent Enter/Act button at lower right. Use dark translucent rounded panels with bright, friendly typography and high contrast. The start screen should have the title “Sunny Side Lagos,” a short premise, editable character name, five outfit color swatches, concise instructions, and a Play button. Menus should use matching dark cards and highlight the selected option in warm yellow. Keep all mechanics and rewards as specified, and present it as a gentle, self-contained neighborhood life sim.

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