Appearance
Arcade › TOKYO: AFTER HOURS
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Vizzycore built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about TOKYO: AFTER HOURS yet. Play it, then tell Vizzycore what you would add next.
TOKYO: AFTER HOURS was built by Vizzycore 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 TOKYO: AFTER HOURS 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 playable third-person 3D nighttime urban sandbox titled “TOKYO: AFTER HOURS.” Use Three.js-style low-poly/blocky visuals with a dark navy sky, atmospheric fog, strong blue moonlight, cool cyan practical lights, and hot pink neon accents. The scene is District 07 · Kurokawa, a compact city intersection viewed from an elevated chase camera by default. World layout: make a dark square city ground approximately 72×72 units. Cross it with a charcoal east-west road about 64×10 units and a north-south road about 10×64 units. Add pale rectangular lane markers down both roads and striped crosswalks near the intersection. Surround the roads with raised gray sidewalks along the north, south, east, and west edges. Place four tall low-poly commercial/apartment buildings around the corners: large dark blue-gray block buildings with lit blue windows, resembling the visible Kenney city-kit building silhouettes. Add four streetlights around the intersection with slim dark poles and bright cyan rectangular lamps, four tall pink neon sign panels, and four cyan glowing vending machines. Add several small red traffic barriers around the outer road. Include a parked red/maroon low-poly sedan near the intersection (around x=3,z=4) and a low-poly traffic-light prop nearby. Player: spawn a blocky humanoid character on foot near the south side of the intersection (around x=0,z=11). Use a blocky character model with a visible pale face, light hair/beard-like facial detail, orange/tan shirt, teal-green patterned pants, and simple chunky proportions, matching the screenshot. A capsule fallback may be used until the character asset loads. Allow normal third-person on-foot movement with WASD, sprint with SHIFT, jumping with SPACE, gravity, and collision/limits suitable for the sidewalks and city area. Support a first-person camera toggle with V as well as the default third-person camera. On foot, show a contextual bottom-center prompt only when close enough to the sedan: “E Enter sedan.” Vehicle: when the player is within roughly 3.2 units of the sedan and presses E, enter driving mode, hide the character, and control the sedan with WASD. W accelerates forward, S reverses/brakes, A/D steer, and SPACE acts as a handbrake with stronger steering and drag. Clamp vehicle speed approximately between -8 and 18 world units per second and keep it within roughly x/z ±28. Turning should depend on speed and increase the attention meter during fast steering. Press E while driving to exit; restore the character beside the sedan (roughly to its right/front), and show “E Exit vehicle” while driving. Vehicle mode has a chase camera behind and above the sedan; first-person vehicle mode is a cockpit-like camera positioned at the car and looking forward. V toggles between CHASE and COCKPIT. Populate the street with six stationary low-poly pedestrian characters at positions around the intersection, using walking animations if available. Make them subtly pace side-to-side around their starting locations and face left/right as they move. Use soft shadows, fog beginning around 24 units and fading by 90 units, ACES-like cinematic tonemapping, and lighting that makes the cyan and pink elements glow against the nearly black-blue environment. Keep buildings and props as actual scene objects with collision proxies where appropriate, but preserve the open, exploratory arcade-sandbox feel; there is no combat, mission list, score, health, or win condition visible in the source game. HUD: overlay a minimal fixed glassmorphism interface without blocking gameplay. Upper left displays the title “TOKYO: AFTER HOURS” in spaced uppercase pale cyan lettering. Upper right has a translucent dark status panel showing “MODE” with ON FOOT · TP, ON FOOT · FP, or DRIVING; “ATTENTION” with LOW, WATCHED, or HOT (pink accent); and “District 07 · Kurokawa.” Bottom right has a translucent dashboard showing “CAMERA” with CHASE or COCKPIT, a large numeric speed in KM/H (convert displayed speed approximately by multiplying world speed by 5.4), and an in-game clock beginning around 22:14–22:23 and advancing slowly. Bottom left shows controls: WASD move / drive, SHIFT sprint, SPACE jump / handbrake, E enter / exit, V camera, ESC pause. Use a bottom-center translucent interaction prompt when relevant. Attention starts LOW, gradually decays, decreases slightly while moving on foot, rises from fast sharp vehicle steering, becomes WATCHED above about 35 and HOT above about 70, and is capped at 100. ESC opens a full-screen dark translucent pause overlay with the centered message “PAUSED,” the line “Streetlights hum. The city waits.” and a Resume button. Make the game responsive and hide the help panel on narrow mobile widths, while retaining keyboard desktop controls.