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Arcade › Sunrise Streets
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Sunrise Streets 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 Sunrise Streets 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 “Sunrise Streets,” a small third-person 3D life-sim / town exploration game set in the bright low-poly town of Sunbay. Start with a full-screen, softly colored town view behind a large centered cream onboarding card with a golden border and orange title. The card reads “Sunrise Streets” and introduces a little-life routine of work, eating, resting, and decorating a room. Include a character-name field defaulting to Amara, a selectable outfit color defaulting to coral, Play button, and instructions: move with WASD/arrow keys, look by dragging or mouse, interact with E/action button; on phones use an on-screen directional pad, drag to look, and tap ACTION. Play hides this card and reveals the game HUD. Use an elevated, trailing third-person camera that follows a simple cartoon human avatar through a compact town. Build the avatar from simple low-poly shapes: spherical brown-toned head, capsule torso in the chosen outfit color, and dark blocky legs. The player starts in the home neighborhood. The world is an open, flat grassy area under a blue sky, with gentle distance fog, warm sunlight, soft shadows, and an approachable saturated low-poly aesthetic. Lay out a long golden market avenue with pale sidewalks and a slate cross-town road. Add distinct colored ground zones for the market plaza, green residential quarter, and turquoise office square. Populate with a handful of colorful boxy homes and dark roofs, market canopies and counters, blue/turquoise/orange office blocks with pale windows, scattered stylized trees with faceted green crowns, and occasional low-poly commercial buildings. A modest room at the residential edge has a tan floor, two visible walls, a blue bed and pale pillow. Keep scenery simple and spacious, without crowds or combat. Place bright, glowing floor discs and floating white orbs at the key interactable locations. Nearby interaction is triggered by E or ACTION, with a contextual bottom hint indicating the nearest place or current task. The five locations are: the player's bed; a market delivery desk; a market stall; a work office; and a corner shop. Show small toast notifications for welcomes, completed actions, and job updates. The HUD across the upper left displays the character name, Naira balance (start at ₦120), day and digital clock (start Day 1, 08:00), plus labeled energy and hunger bars (both start full). Time advances continuously faster than real time, energy and hunger slowly decline, and a new day charges ₦25 rent if available or warns if not. At the bed, offer a small “Home, sweet room” panel showing energy and rent information. Rest fully restores energy, slightly reduces hunger, advances time by 90 minutes, and gives a confirmation toast. At the corner shop, open a panel where the player can buy a Jollof plate for ₦12 to restore hunger, a cozy chair for ₦45, or a bright plant for ₦30. Furniture purchases place a simple decorative object in the room; show an insufficient-money message when needed. The shop panel has a button to return to town. Make the market delivery desk offer a timed delivery job: five glowing destinations around town, 62 seconds, ₦65 reward on success. During this job show a small motorbike prop that follows the player, a red glowing sphere at the current destination, timer and progress count; the player must walk close to each stop and press ACTION to register it. The market stall offers a timed market rush: press ACTION five times within 24 seconds, for ₦34. The office offers a timed stock shift: visit three marked stock locations and press ACTION near each within 36 seconds, for ₦48. Present the job title, countdown, progress, and a Leave job button in a centered panel. Successful jobs pay the stated Naira reward and reduce energy modestly; failure or leaving ends the job without reward. Give clear toasts for starting, advancing, success, and failure. A red marker indicates the current delivery or stock destination; for the stall, the hint instructs the player to tap ACTION for the next order. Do not make the delivery bike a drivable vehicle: it is only a visible prop tracking the avatar during delivery work. Use warm cream UI cards with rounded corners, gold outlines and shadows, orange accents, green action buttons, and dark navy text. Add a bottom-center contextual tip, a top toast notification, and a circular orange ACTION button at lower right. On narrow screens show a four-direction touch pad at lower left. Include a gentle day/night cycle that shifts the sky and fog toward deep blue at night and dims/recolors the sun. Keep the core play focused on walking around, interacting at markers, earning and spending Naira, maintaining energy/hunger, and making small room upgrades. No combat, dialogue characters, or extra systems beyond these town-life activities.