Arcade › Wreckline
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aurelius W built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wreckline yet. Play it, then tell Aurelius W what you would add next.
Wreckline was built by Aurelius W 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 Wreckline 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-playable 3D arcade driving-and-shooting game titled “Wreckline.” Use a dark, stylized low-poly nighttime city scene viewed from a low third-person chase camera behind and slightly above the player vehicle. The camera should follow smoothly, looking down the roadway ahead; show a centered crosshair. Render with a deep navy background and fog, warm directional lighting, cool fill/rim lighting, soft shadows, and a restrained neon-industrial palette. World and road: Build a long, straight dark asphalt road approximately 15 units wide, extending into the distance, with a thin raised curb on both sides and a dashed yellow center line made from repeated rectangular lane markings. Surround it with a dark ground plane and sparse blocky city buildings on both sides: irregular navy/blue rectangular buildings of varied height, occasional cyan/teal window panels, and small orange street-side props/barriers. The road should feel like an empty urban arterial at night, with fog obscuring the far distance. Keep the playable driving corridor bounded to roughly x=-6.3 to +6.3 and z=-67 to +22. Player and driving: Place a selectable 3D vehicle at the near end of the road, initially the Race car. Support acceleration and braking/reverse with W/S or Up/Down, and steering with A/D or Left/Right. The vehicle accelerates toward a maximum forward speed of about 24 units/sec, can reverse to about -5, and naturally slows due to drag. Steering changes heading based on speed, and the player vehicle rotates to face its heading while moving. Keep the vehicle inside the road bounds. The player starts at approximately (0, 0.02, 12), facing toward negative Z. Include these eight garage choices, using distinct stylized vehicle models or close visual equivalents: Race, Truck, Police, Ambulance, Firetruck, Garbage Truck, Future Racer, and Monster Truck. Allow switching with Q/E to cycle, number keys 1–8 to select, and clickable garage buttons. The selected button is highlighted warm red/orange and the selected vehicle name appears in the HUD. Load/cache the vehicle models and make them cast and receive shadows. Combat: The player fires forward projectiles with Space, pointer/tap on the canvas, or a mobile FIRE button. Fire continuously while the input is held, with roughly a 0.18 second cooldown. Projectiles are small glowing cyan/blue spheres traveling forward at about 20 units/sec and should produce a brief cyan particle burst at the muzzle. Place a centered minimalist white crosshair over the view. Add short-lived particle bursts for impacts: cyan for player shots, orange for traffic damage, and red for enemy hits. Opposition and hazards: Spawn about ten traffic vehicles ahead on the road, traveling toward the player (their models face back toward the camera and move positive Z), randomly distributed across the roadway. Traffic has 40 hit points: player shots deal 20 damage and give 10 points per hit; destroying one gives an additional 75 points, creates an orange explosion burst, and respawns it farther ahead. Traffic collisions continuously damage armor at roughly 28 per second and slow the player. Place about six blocky animated humanoid roadside/enemy shooters along the road ahead, initially at varying x positions within the roadway and z positions roughly -20, -30, etc. They face toward the player and use a holding/shooting animation if available. Each has 35 hit points; player shots deal 20 damage and award 15 points per hit, with a further 100 points on defeat. Defeated enemies briefly disappear and respawn farther down the road after about 1.8 seconds. When within about 7 horizontal units and 18 longitudinal units, an enemy fires red projectiles toward the player on a roughly 1.2+ second randomized cooldown. Enemy projectiles travel toward the player and deal 12 armor damage on impact. Direct contact with an enemy also drains armor over time. Rules and game state: Start with 100% armor, score 0, and wrecks 0. Display armor as a percentage. Traffic collisions, enemy contact, and enemy shots reduce armor; when armor reaches zero, end the run, increment wrecks, freeze gameplay, and show a dark translucent full-screen overlay with the heading “WRECKED,” a summary such as “You scored X and wrecked Y rides. Try another vehicle.” and a prominent RETRY DRIVE button. Retry resets armor to 100%, score and wrecks to 0, player position to the starting point, hides the overlay, and respawns/reset traffic and enemies. HUD/UI: Overlay the game with a clean dark translucent glassmorphism interface using rounded panels, thin blue-gray borders, and white/light-blue text. At top left show “WRECKLINE” in bold spaced uppercase and the subtitle “drive hard · shoot clean · survive the crash.” Across the top/right show compact stat panels labeled VEHICLE, ARMOR, SCORE, and WRECKS. Center near the top show the instruction panel: “WASD / arrows to drive · SPACE or tap FIRE to shoot · Q / E switch vehicle.” At bottom left show a rounded panel titled “8 VEHICLE GARAGE — CLICK TO SWAP” with wrapped buttons for all eight vehicle choices. On small screens, show touch controls: STEER left and right, BRAKE, GAS, and FIRE buttons along the bottom/right; these should act as held controls and work without scrolling. Make the layout responsive while preserving the unobstructed road view. Use a fixed crosshair at screen center and prevent page scrolling/touch gestures during play.