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WANTED

  • 3d
  • open-world
  • driving
  • third-person
  • arcade
  • mobile-friendly
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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. Xmax Konfe built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about WANTED yet. Play it, then tell Xmax Konfe what you would add next.

Make your own game

WANTED was built by Xmax Konfe 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 WANTED 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 WANTED

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 third-person open-city driving/walking game titled “WANTED”, with all visible interface text in French. The player controls a simple stylized person in a small suburban city block. Use a Three.js-like 3D perspective camera: start behind and slightly above the player, with a soft follow camera about 6 units away; when driving, follow behind the vehicle from an elevated angle and look toward its center. Use a pale blue sky/background with atmospheric fog, directional daylight that slowly changes over time, soft shadows, and a low-poly/clean Kenney-style art direction.

World: make a large dark blue-gray ground plane, a long north-south asphalt road crossing a long east-west asphalt road, gray sidewalks on both sides of the main road, and short yellow lane markings down the road. Line the area with repeated suburban building models on both sides and regularly spaced large trees. Place four parked drivable vehicles around the roads: a sports car around (-4, 8), a sedan around (4, -8), an SUV around (-4, -28), and another sedan around (4, 30), with varied orientations. Add four simple wandering pedestrians in colored clothing at different points in the city; they should drift gently around their starting locations in small sinusoidal paths.

Player: create a basic low-poly human with a dark outfit/body, a small white hoodie/chest detail, brown head/skin, and dark hair. Start the player on foot near (0, 0, 20). Walking is third-person movement using WASD or arrow keys, with jumping supported by the movement controller (the instructional HUD says Shift to run and Space to jump). The player can approach a nearby car and press E (or the mobile ACTION button) to enter it. Hide the player while inside. Press E again to exit, placing the player just beside the car. Show a French toast message on entry, “Véhicule prêt — conduis avec WASD”, and on exit, “Tu es sorti du véhicule”.

Driving: while in a car, W/up accelerates, S/down reverses/brakes, A/left and D/right steer, with speed clamped approximately from -8 to 18 and gradual drag. The vehicle moves in its facing direction and turns in proportion to steering and speed. There is no need for combat, traffic AI, weapons, or vehicle collision simulation. Near a vehicle while on foot, show the centered dark translucent prompt “E — Interagir”.

Mission: show a bottom mission panel reading “MISSION ACTIVE · LIVRAISON” in yellow and initially “Récupère le colis près du parking”. Define the delivery destination at approximately (0, 0, -25). If the player reaches within about 4 units and presses E while not already interacting with a vehicle, complete the mission once, change the message to “Livraison terminée — récompense reçue”, add $5,000 to the money, and show the toast “Mission réussie + $5 000”. The initial money is 
2,450. The interaction logic should prioritize entering/exiting a nearby vehicle before completing the delivery, as in the original. HUD and presentation: use a fixed full-screen HUD over the 3D canvas with a very dark navy translucent background, thin cyan-blue borders, rounded corners, subtle shadow/blur, condensed bold typography, and white/cyan/yellow/green accents. At top left display the large spaced title “WANTED” and subtitle “TA VILLE. TES RÈGLES.” in cyan. Across the top display stat cards: “SANTÉ” with green “100”, “ARGENT” with yellow formatted “$ 12 450” (updating after the mission), and “RECHERCHE” with five static pale/red star symbols “☆ ☆ ☆ ☆ ☆”. At the bottom display the mission card on the left, a circular stylized minimap on the right/center with blue outline, simple crossing map lines and a yellow dot, and desktop instructions: “WASD / flèches · courir Shift · sauter Espace” followed by “E entrer/sortir · F parler · M téléphone”. Add a phone button near the lower right labeled “📱 Téléphone”. Press M or click it to toggle a dark translucent phone panel. The panel contains the heading “TÉLÉPHONE” and a six-item grid of decorative apps labeled Messages (💬), Contacts (👥), Banque (🏦), Emploi (💼), Inventaire (🎒), and Carte (🗺️); these apps do not need additional functionality. Add a transient toast near the upper left beneath the HUD that fades in/out for interaction and mission messages. Add mobile controls at the bottom on narrow screens: four circular cyan-outlined directional buttons ▲ ◀ ▼ ▶ and a rounded “ACTION” button. Make them pointer/touch controls corresponding to movement and E/action. On mobile, reposition the mission panel above the controls, use a smaller circular map, hide the desktop instruction text and the third search stat card if necessary. Keep the game playable by keyboard on desktop and touch on mobile. Include a simple F interaction with a nearby pedestrian that displays the toast “PNJ : La ville est grande. Garde les yeux ouverts.”; pedestrians otherwise have no gameplay role. Slowly cycle the time-of-day value in the background and reduce sunlight during nighttime hours, while retaining the same HUD and city layout.

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