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Arcade › Urban Ride
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ömer Cihangir Acar built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Urban Ride yet. Play it, then tell Ömer Cihangir Acar what you would add next.
Urban Ride was built by Ömer Cihangir Acar 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 Urban Ride 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 browser 3D driving game titled “Urban Ride,” with a low-poly stylized city and a third-person chase camera. Use a Three.js-like WebGL presentation: blue sky background with distance fog, soft shadows, warm directional sunlight, and a slightly elevated camera positioned about 8 units behind and 4.8 units above the player car, smoothly following and looking toward the car. The camera should stay behind the car as it turns. Build a flat city-grid environment on green grass. Include three north-south roads and three east-west roads, centered approximately at x/z = -54, 0, and 54. Roads should be broad dark charcoal asphalt strips about 16 units wide, with slightly larger square intersections. Add pale yellow dashed lane markings along the roads and simple striped crosswalks at intersections. Keep the playable city bounded to roughly -100 to 100 on both axes. Surround the roads with low-poly commercial/city buildings, some taller blocks, roadside storefront-style yellow signs, trees in small parks/sidewalk areas, and a few roadside highway signs. The overall look should resemble a clean, toy-like Kenney low-poly city kit rather than a realistic urban simulation. The player drives a low-poly red sport sedan, initially placed on the central road near z=6. The car should be a visible 3D vehicle with shadows. Support selectable vehicle models in the garage: sport sedan (default), hatchback, sedan, taxi, van, and police car. Support three paint colors: red (default), blue, and black. When a vehicle or color is selected, replace/recolor the player car and update the garage status. Driving is deliberately simple arcade free driving. Keyboard controls: Left Arrow/A turns left, Right Arrow/D turns right, Up Arrow/W accelerates forward, and Down Arrow/S reverses/brakes. Also provide touch controls fixed at the bottom: two dark rounded square steering buttons with curved left/right arrow symbols on the lower left, and a red rounded brake/reverse button with a down triangle plus a green circular accelerator button with an up triangle on the lower right. Holding a control should continuously apply it. The car has acceleration toward about 18 movement units per second when gas is held, reverse toward -9 when brake is held, and smoothly decelerates toward zero when neither is held. Steering rotates the car based on speed and reverses steering direction while backing up. Add subtle body lean while steering. Constrain the car to the road network: if it leaves road width, snap the farther-off coordinate back toward the nearest road center, so it cannot freely drive across grass. Place static parked traffic cars near roads and moving traffic around the grid. Use varied low-poly hatchbacks, sedans, taxis, vans, trucks, and police cars. Include parked examples near intersections and moving vehicles that travel in straight lines on the road axes, reverse direction when reaching the city boundary, and cast shadows. Traffic is visual ambient traffic; no collision system is needed. Add traffic lights at selected intersections, including the central intersection and several outer intersections. Each should have a dark pole/head and red, yellow, and green lamps. Cycle the signals on a repeating 12-second pattern, with vertical traffic movement green for roughly half the cycle and red otherwise; yellow can remain off. If the player is moving quickly through an intersection while its nearby signal is red, deduct 200 currency, show a temporary prominent red notice reading “KIRMIZI IŞIKTA GEÇTİN — 200 LİRA CEZA,” and prevent repeated fines more often than about once every 2.5 seconds. When approaching a red signal, target speed should smoothly fall to zero, making the car stop automatically near the light. Create a fixed translucent HUD overlay in Turkish. At the top left show the title “URBAN RIDE” in bold spaced lettering. At the top center show “Şehirde özgür sürüş · ← → / A D: dön · ↑ / W: ileri · ↓ / S: geri”. At the top right show three live stats: “Hız [value] km/s”, “Tur [value] m”, and “Para [value]”. Speed should display the rounded absolute movement speed multiplied by 8, distance should show whole meters accumulated from total absolute travel distance, and money should show whole currency units. Start with 0 money and continuously earn about 5 currency per second while playing; the red-light penalty reduces it but never below zero. Add a top-left garage panel below the title: dark translucent navy background with rounded corners, subtle border and blur, labeled “ARABA GARAJI” in yellow. Show the current vehicle status (initially “Şekil: Sport Sedan”), then compact pill buttons arranged in rows: “Sport 250,” “Hatch 400,” “Sedan 600,” “Taksi 900,” “Van 1200,” “Polis 1500,” followed by “Kırmızı 200,” “Mavi 300,” and “Siyah 400.” Clicking a button should charge its listed cost if the player has enough money, then apply that vehicle or color; if insufficient, display a status such as “Yetersiz para: [cost] gerekiyor.” Keep the panel usable with mouse and touch input. Use responsive full-screen layout with the rendered world behind the HUD, no scrolling, and touch-action disabled for driving. Style controls with white translucent borders, rounded corners, drop shadows, and pressed-state feedback. Preserve the calm daylight city-driving atmosphere and the visible road, buildings, trees, traffic, and shadows in the screenshot rather than adding combat, missions, weapons, laps, or menus not described above.