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Arcade › Brainrot Grand Prix
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Eleanore Hancock built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Brainrot Grand Prix yet. Play it, then tell Eleanore Hancock what you would add next.
Brainrot Grand Prix was built by Eleanore Hancock 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 Brainrot Grand Prix 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 playable low-poly 3D arcade racing game titled “Brainrot Grand Prix.” Use a third-person chase camera following the player’s open-wheel/race car around a circular track. The scene should have a bright blue sky with light atmospheric fog, strong warm sunlight and soft shadows, and a large flat square ground plane whose color/theme changes per track. Build the circuit as a wide dark charcoal circular road made from many short road segments, with a colored lane stripe on each segment, occasional white rectangular roadside barriers, tall thin colored banner/pylon posts around the outside, and a colored start gate consisting of two vertical pylons and a horizontal beam. Keep the visual style simple, chunky, colorful, and low-poly, matching a stylized game-engine demonstration rather than realism. The player drives a compact stylized race car, preferably an orange/red open-wheel car with dark tires and a visible cockpit/body; use a simple fallback blocky car if a detailed model is unavailable. Place the player on the inside/center lane of the circular track. Add five AI rival cars that use varied bright colors and have small animal “brainrot” riders/figures attached above them: cycle through cat, dog, and monkey characters. The rivals should continuously drive around the same loop at different speeds and gently weave laterally in a chaotic-looking way. They do not need weapons, collisions, powerups, or combat; the goal is simply to drive three laps and occupy the highest race position. Implement driving with keyboard controls: W or Up Arrow accelerates, S or Down Arrow brakes, A or Left Arrow steers left across the track, and D or Right Arrow steers right. Also provide four large touch buttons at the lower right for left, brake/down, throttle/up, and right, suitable for mobile play. Limit lateral movement to the road width. Give the player a controllable speed, with acceleration while throttling, braking while holding brake, and a minimum cruising speed when not braking. The car advances around the loop based on its speed, rotates to follow the curve, and the chase camera smoothly follows behind and slightly above it while looking toward the car. Track selection must be available at all times as a bottom panel of rounded buttons. Include exactly these ten selectable tracks, in this order, each with its own circular radius/road width, ground color, and accent color: “1. Coconut Mall,” “2. Sigma Speedway,” “3. Ohio Overdrive,” “4. Skibidi Sands,” “5. Rizz Raceway,” “6. Florida Floodway,” “7. Banana Panic,” “8. NPC Nexus,” “9. Goober Gardens,” and “10. Final Braincell.” Make the first button active with a yellow highlight and update the active highlight when another track is selected; selecting a track resets/rebuilds the track and racers. The current track can also be selected with number keys 1–9 and 0 for track 10. Add a fixed translucent dark HUD over the 3D view. At the upper left show the bold title “BRAINROT GRAND PRIX” and the subtitle “WASD / arrows to drive · 10 tracks · animal AI rivals.” At the upper right show live race status in the form “Track N · Lap L/3” and “NN km/h · Nth,” with the player’s current speed converted to a displayed km/h value and current place calculated by sorting the player and five rivals by progress around the loop. Show an initial centered prompt reading “PICK A TRACK” and “THEN SEND IT,” with a small explanation that tracks can be switched anytime and the rivals are chaotic; hide this prompt after a track is selected. Use rounded dark navy panels, bold white typography, yellow active accents, and responsive layout: on narrow screens stack the track selector and controls while keeping the 3D game full-screen behind the HUD. Do not add menus, weapons, checkpoints, score multipliers, health, or other mechanics not described here.”,