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Arcade › Vice Run

Vice Run

  • 3d
  • third-person
  • collection
  • arcade
  • low-poly
  • city
  • getaway
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. UNBEATABLE PLAYZ built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Vice Run was built by UNBEATABLE PLAYZ 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 Run 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 Vice Run

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 third-person 3D collection-and-getaway game titled “Vice Run.” Use a dark stylized low-poly nighttime city scene viewed from behind and slightly above the player, with a smooth perspective camera that follows the avatar at about 8 units distance and supports dragging to look around. The world should have a large dark blue-gray ground plane, deep navy background, atmospheric fog, warm directional sunset-like lighting mixed with cool blue fill light, and simple blocky commercial buildings arranged around the perimeter of a street grid. Build broad dark roads crossing the city: a central north-south road and east-west road, plus additional parallel roads near the sides; mark them with repeated short pale yellow lane dashes and cross-road markings. Place a few simple low-poly city buildings along the road edges and a parked/getaway sports sedan at approximately the starting area, at world position (0, 0, 8), facing back toward the player/start area.

The player is a blocky humanoid runner in the center of the camera view, using a blocky character model with an idle/walk animation. The player starts near the center of the city at (0, 0, 0). Allow WASD and arrow keys to move, Shift to sprint, Space to jump, and mouse/touch dragging to look around. Use third-person movement with gravity and jumping; movement speed should be around 7 and jump speed around 9. On touch-sized screens, retain the same drag-to-look and movement interaction if supported by the game creator.

Place exactly three collectible golden drops around the city at positions approximately (-18, -18), (18, -18), and (18, 18). Each drop is visibly a glowing gold ring lying horizontally, with a thin vertical golden light beam rising from it; make the ring rotate and bob subtly. When the player comes within roughly 2.2 world units of a drop, remove it, increment the collected count, and increase Heat by 1, capped at 5. Show a brief notification reading “Package secured” for normal pickups, and “Run complete — reach the car!” after the third pickup. Once all three drops are collected, reaching within roughly 3 units of the getaway car at (0, 0, 8) completes the game and shows “You made the getaway!” plus changes the mission text to “Getaway complete. Refresh to run it again.” Stop active gameplay after completion. There are no enemies, weapons, damage, or heat consequences shown in the mechanics; Heat is only a displayed counter that rises with pickups.

Add a fixed translucent dark HUD panel in the upper-left with a subtle light border and rounded corners. It must display the gold uppercase title “VICE RUN,” the mission text “Reach the three golden drops around the city.”, and a cyan status line exactly like “Drops: 0 / 3 · Heat: 0,” updating the numbers as the player collects items. Add a temporary gold notification badge in the upper-right for pickup/completion messages. Along the bottom center, show the instruction text “WASD / arrows to move · Shift to sprint · Space to jump · drag to look”; on coarse/touch screens position this hint higher so it does not interfere with touch controls. Keep the overall visual style dark, neon-accented, clean, and arcade-like, with gold collectibles, cyan HUD text, navy-black roads, and a blocky low-poly avatar and architecture.

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