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Wiseguy Streets

  • 3d
  • open-world
  • crime
  • sandbox
  • third-person
  • arcade
  • driving
  • melee
  • low-poly
  • nighttime
0
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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. Godakari built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wiseguy Streets yet. Play it, then tell Godakari what you would add next.

Make your own game

Wiseguy Streets was built by Godakari 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 Wiseguy Streets 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 Wiseguy Streets

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 3D open-world nighttime city sandbox titled “Wiseguy Streets.” Use a low-poly Three.js-style presentation with glossy saturated dusk/night lighting, strong contrast, warm gold street lamps, dark blue fog, brick and tan block buildings, neon-style business labels, palms, benches, crates, trash cans, barricades, parks, and roofless interior rooms. Build the city as a large bounded square grid: dark roads form a regular lattice at roughly 40-unit intervals, with thin yellow/gold center lines and dense block buildings between roads. The default camera is a high third-person chase camera behind and above the player, looking down the street; when on foot, use a higher over-the-shoulder/top-down camera. Add camera shake during high heat or fast driving.

The player starts in a black getaway sedan at the center of town, facing along a road. The car is a simple low-poly sedan with dark body, glass cabin, wheels, and can be entered/exited. On foot, show a small stylized mobster in a dark suit and fedora; character customization cycles between Classic black, Pinstripe blue, and Night Suit burgundy/dark styles. Controls: WASD or arrow keys drive/move, E enters/exits the car, Space performs the contextual action or brakes, F performs a quick melee combo, G performs a heavier melee combo, Q cycles weapons, C cycles ally commands, X swaps 
00 cash for one fictional in-game Coin, and M cycles Free, Campaign, and simulated Online modes. On mobile, provide a virtual left stick plus ENTER, ACTION, and HIT buttons and a collapsible radial action menu. Make the central gameplay loop: drive or walk around the city, collect four green envelope cash targets, build respect, manage heat, fight rival crews, capture turf, complete district jobs, and ultimately reach/use a red payphone in the southeast corner. Place these clearly labeled collectible targets: “Bakery envelope” worth
50 at the southwest/central-west area, “Cab stand tribute” worth
25 in the southeast, “Social club cut” worth
00 in the northwest, and “Dockside dues” worth
75 in the east/northeast. Collecting an envelope increases cash and respect but adds heat. Heat slowly decays; patrol proximity, violence, and jobs increase it. If police close in while heat reaches 100%, bust the player: deduct cash, reset health, return the player to the start, and leave a significant heat level. Populate the city with ordinary traffic cars, pedestrians, police patrol cars, rival foot crews, rival cars, and green-suited allies. Police cars are blue/white patrol sedans with visible red light bars and chase when heat is elevated. Pedestrians wander and panic near the player or during high heat. Rival factions are the orange Northside Cobras in the northwest turf and purple Dock Rats in the southeast/east turf. Each faction has three foot rivals and two colored rival cars. Rivals patrol their home zones, chase the player under pressure, have green health bars, damage the player at close range, and can be defeated by melee attacks. Rival cars have health bars, can be stalled by attacks, and can be wrecked or taken out for cash/respect rewards. Attacks should have visible quick/heavy arm swings, body lean, weapon lunge, slash-ring trails, hit bursts, enemy stagger tilt, knockback, combo counting, heat gain, and cooldowns. Melee damage scales with weapon, combo, strength, and upgrades; allies can assist. Add three visible weapon pickups on the map: Bat, Crowbar, and Chain. They glow with a small gold marker and can be picked up on foot. Start with Fists, then allow cycling through Fists, Bat, Crowbar, Chain, Pistol, Shotgun, and SMG as weapon slots; the firearm names are inventory options but the implemented attack interaction remains the melee combo system. Weapon damage values should increase from Fists through the melee weapons and stronger named slots. Include weapon customization cycling through Stock, Polished, and Heavy Kit, changing weapon appearance/scale and damage. Implement two large circular turf zones: orange Northside Cobras at approximately (-70, 58) and purple Dock Rats at approximately (68, -55). Turf zones are translucent colored circles shown both in-world and on the minimap. Entering an enemy turf, fighting its crew, shaking down rivals, and wrecking its cars raises turf control/pressure. Hold the zone while surviving; eventually it can flip green to player ownership, award cash/respect, and spawn additional green allies. Captured turf stops that faction’s normal aggression. Provide two starting green-suited allies who follow the player. Cycle ally commands with C or the HUD button: Follow, Guard, and Attack. Follow keeps them near the player, Guard keeps a tighter formation and engages nearby threats, and Attack lets them seek nearby rivals/rival cars. Allies visibly move, push rivals, stall cars, reduce incoming damage, and can join after turf capture. Organize the city into four labeled districts with colored district pads and labels: Market Row, Palm Docks, Casino Strip, and Midtown Life. Add labeled job/interaction kiosks and roofless interior mission rooms around the city: Broker Boiler Room, Backroom Dice Den, Card Room Heist, Dock Warehouse Job, Tailor Shop, Late Diner, Iron Gym, Front Library, Armory Backroom, and Garage Tuning. Interiors should visibly contain simple counters, safes, gaming tables, chairs, prop markers, walls, and mission arenas with ring markers and gold corner posts. Interacting with a site opens a skippable cutscene overlay and can activate a named boss. The four named bosses are The Auditor, Dice Queen, Vault Baron, and Red Palm. Bosses have larger health bars, chase the player inside/around their arena, hit harder, taunt using browser speech synthesis if available, and pay out $300 plus respect when defeated. Jobs with positive payouts add cash, respect, and heat; jobs with negative payout values act as beneficial services that spend available cash and improve health or reduce heat. Iron Gym raises strength and toughness/health; Front Library raises intelligence, grants mission intel, lowers heat, and improves Market reputation; Armory Backroom raises weapon damage at a heat cost; Garage Tuning raises vehicle acceleration/performance and advances vehicle kit level. Mission intel can increase the next positive job payout. Include simple cooldowns so repeated site interactions do not trigger immediately. Add vehicle customization cycling through Stock, Red Trim, and Armored kits, visibly changing the getaway car color and improving its performance/armor. Cars should accelerate, brake, steer, coast, and be bounded by the city edges. Add weather that changes over time among clear, rain, fog, and storm: rain/storm use visible precipitation particles, fog changes the fog color/range, wet weather makes roads darker and shinier with brighter lane lines, storm weather darkens exposure and creates stronger precipitation and city-glow/lightning feedback. Include occasional radio chatter such as Scanner quiet, patrol warnings, high-heat dispatch, storm visibility warnings, and boss reports, with simple WebAudio sound effects for pickups, cash, hits, heavy attacks, busts, finishers, radio, thunder, and menu interactions. HUD must be prominent and styled like a glossy crime-game interface: top-left/upper bar title “Wiseguy Streets,” and stat panels for Cash, Heat percentage, Respect, Health, Turf captured/total, Allies, Weapon, fictional Coin, and Tickets. Show a bottom objective panel, centered contextual prompt such as “ACTION: collect envelope” or “ACTION: pick up Bat,” a lower-right square minimap, and a red/gold circular menu button. The minimap uses the same dark square-grid road layout and shows yellow mission/site markers, green envelopes and allies, blue police, orange/purple rivals and rival cars, white weapon pickups, colored turf circles, and a gold player marker; display the current weather label on it. The radial menu must expose Allies, Coin, Thanks, Profile, Mode, Weapon, Online, Custom, Rep, Shop, and Radio panels. Include local-only profile creation with a crew name saved to localStorage; explicitly present it as no backend login. Include the economy extras as fictional in-game systems only: Coin exchange, armor purchase for 2 Coin, heat bribe for 1 Coin, mission intel for 1 Coin, simulated hourly playtime Tickets, and a non-payment supporter thank-you button that grants a bonus ticket/badge. Include a Profile panel, faction reputation panel for Cobras, Docks, Police, Market Row, and Casino Strip, a fictional Coin shop, and a Police Radio panel. Include Campaign mode objectives progressing through districts and jobs, Free Roam mode for general sandbox play, and Online mode explicitly labeled as local ghost/simulation mode rather than real multiplayer. Add an Online panel that generates a room code and explains the future backend/WebSocket path, but do not implement actual network multiplayer. Start the game behind a “Wiseguy Streets” start card with the premise “A block-by-block crime sandbox… Build respect, collect cash, keep heat down,” a “Start the night” button, and the keyboard control hint. Use warm parchment/gold text, dark brown-black translucent panels, red action buttons, Special Elite-like title lettering, and responsive mobile layout.

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