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Arcade › Vice Drive
Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Vice Drive yet. Play it, then tell the creator what you would add next.
Vice Drive was built 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 Vice Drive 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 browser-based 3D arcade driving game titled “Vice Drive” using a Three.js-style scene. Show a third-person chase camera behind and above the player’s sports sedan, initially positioned around (-1, 0, -4), with the camera following smoothly at roughly 7.5 units behind and 5.2 units high and looking toward the car slightly above its roof. The player drives freely around a small low-poly city block on a flat green ground plane. Use a dark/black page background outside the rendered scene, blue-gray atmospheric fog, soft ambient lighting, and a warm directional sunlight casting shadows. The environment should be a compact city intersection made from modular low-poly road tiles: two parallel horizontal lanes crossing two parallel vertical lanes, forming a simple plus-shaped/grid road layout. Place several commercial skyscraper and smaller commercial building models around the roads, including buildings roughly at the corners and edges of the play area, plus palm trees around the perimeter. Include one parked police car near the road around (5, 0, 3.5), and a blocky human NPC around (-4, 0, 5), facing roughly sideways and playing an idle animation. Use simple stylized Kenney-like low-poly vehicle, city, road, palm, and character assets; assets should cast and receive shadows. The screenshot’s visible visual language is sparse, blocky, and strongly geometric, with golden-brown building silhouettes against a very dark background when the scene is not fully illuminated. The controllable player is a sports sedan. Support W/A/S/D and the arrow keys: W/Up accelerates forward, S/Down reverses/brakes, A/Left steers one direction, and D/Right steers the other. Implement arcade handling rather than realistic simulation: acceleration is strong, speed has friction/drag, forward speed is capped around 38 and reverse around -14, and steering rotates the car only while moving, with tighter low-speed control and reversed steering behavior while reversing. Move the vehicle according to its facing direction on the ground plane and keep it at ground height. There are no enemies, health, crashes, timer, or race checkpoints; the core objective is simply driving around and collecting the cash pickups. Place eight bright yellow cash collectibles, represented visibly as small gold/yellow six-sided cylinders standing above the ground. Put most along/near the two road lanes, with a little randomized lateral spread, and place the final few more broadly/randomly within the central city area. When the car comes within approximately 2.2 world units of a pickup, remove it and add 125 points. Give a brief yellow flash to the HUD when a pickup is collected. Pickups do not respawn. Overlay a minimal HUD in screen space. At the top center, show the instruction text: “WASD or Arrows: Drive • Collect yellow cash for points” in white on a translucent black rounded rectangle; after the first keyboard input it may become slightly more transparent. At the bottom-left, show white text on a translucent black rounded rectangle with two lines: “Score: 0” and “Speed: 0”. Update score by 125 per cash pickup and show speed as the rounded absolute current speed value. Keep the HUD noninteractive and ensure the scene fills the viewport, resizing the camera and renderer with the browser window. Start with score and speed at zero and the player stationary; no menus or game-over screen are needed.