Arcade › Ardalu Racing
Click the game above and it runs right here in your browser. No download, no installer, no account needed. nusa santos built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ardalu Racing yet. Play it, then tell nusa santos what you would add next.
Ardalu Racing was built by nusa santos 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 Ardalu Racing 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.
Rebuild a playable 3D arcade racing prototype titled “Ardalu Racing”, with the circuit named “Circuito Ardalu”. Use Three.js or an equivalent real-time 3D engine with a third-person chase camera, perspective view, soft shadows, fog, and a bright stylized low-poly/material look. The world is a large green grass ground plane under a light cyan-blue sky with matching atmospheric fog. Build the course from a dark blue-gray road: a long north/south road about 24 units wide and 110 units long, crossed by a wider east/west road around z=8. Include a blue water section crossing the road around z=-38, with pale raised banks on both sides. Add repeated pale rectangular lane/road stripes along the main road and crossroad. Frame the city portions with several simple commercial-style multistory buildings on both sides of the road, using colorful/neutral blocky city assets if available. Add strong futuristic set pieces: a glowing cyan start gantry at the far end of the main road (horizontal top beam and two vertical posts), a striped cyan/orange finish marker near the opposite end, and an orange ramp on the road around z=-5. Farther toward the water/upper section, place five cyan glowing circular portal rings in a line. Create a raised dark sky bridge over the later section of the track, with cyan and orange glowing side rails. The bridge is around y=8 and the player car should smoothly lift/fly up to it while driving through the section approximately z=-28 to z=-57, then return toward ground level outside it. The player is a compact red/pink futuristic kart or sports car, composed of a rectangular low body, a translucent pale-cyan cabin, four dark cylindrical wheels, and a small orange glowing boost light at the rear. Start it near the main road’s end at approximately (x=0,y=.35,z=39). Use five simple AI rival karts with different bright colors (cyan, orange, purple, green, and yellow), initially lined up around the start area. They continuously travel along the course independently, bobbing/lane-weaving slightly side to side; they should visibly cycle back to the far end when they pass the finish. The player is always displayed as position 1st in the HUD, matching the prototype behavior. Implement driving controls exactly as a simple arcade prototype: W or Up Arrow accelerates, S or Down Arrow brakes, A/Left Arrow steers left, D/Right Arrow steers right, and Space activates a turbo burst. Acceleration raises speed gradually, no input causes gradual slowdown, braking is stronger, and clamp speed to a maximum of about 30 engine units. Turbo gives an immediate speed impulse and has a short cooldown/decay, with the rear orange boost glow scaling up while turbo power remains. Steering should smoothly approach the requested left/right direction, rotate the car, and move it forward according to its heading; keep the player laterally clamped to approximately x=-10.2..10.2. Trigger the finish once the player reaches z less than -54, stop gameplay, and show the finish overlay. Include a reset/replay action that returns the player to the start, clears speed/turbo/distance, hides the finish overlay, and allows another run. Use a chase camera that smoothly follows behind and above the player (roughly player x*.55, player y+5.2, player z+10.5) and looks toward the car and track ahead; camera motion should follow the elevated bridge section. Animate the five portal rings slowly rotating. Render with a bright hemisphere light, strong directional sun with shadows, and a cooler fill light. Use materials with dark road, rich green grass, pale curbs, cyan emissive accents, orange emissive accents, blue semi-transparent water, and dark wheels. Overlay a fixed, translucent dark HUD in Portuguese. At top left show cyan brand text “ARDALU RACING”, the title “Circuito Ardalu”, and three stats: “VOLTA” with “1/1”, “POSIÇÃO” with “1º”, and “VELOCIDADE” with the current rounded speed value. Centered at the top show the hint “WASD / setas para pilotar • Espaço ativa o Turbo Relâmpago”. On desktop hide touch controls; on narrow/mobile screens show two circular bottom-left buttons with left/right triangle icons and a large circular orange-yellow gradient “TURBO” button at bottom right. These buttons must support pointer/touch input for steering and turbo. When the finish is reached, show a large centered Portuguese message “CHEGADA!”, the subtext “Você venceu o primeiro protótipo do Ardalu Racing.”, and a cyan pill button labeled “CORRER DE NOVO”. Keep the overall interface dark, glassmorphic, rounded, cyan/orange neon-accented, and responsive against the full-screen 3D canvas.