Arcade › Challenger Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Gaurav K S built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Challenger Run yet. Play it, then tell Gaurav K S what you would add next.
Challenger Run was built by Gaurav K S 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 Challenger Run 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.
Recreate “Challenger Run” as a browser-based 3D driving time trial using Three.js. Use a bright daytime blue sky with atmospheric fog, strong directional sunlight, soft shadows, and a large flat green ground plane. Build a chase-camera driving game in which the player drives a custom red-and-black team bus along a paved city route to a cricket stadium. The camera should stay behind and above the bus, smoothly follow its heading and speed, and look ahead along the road. The route is a single winding road about 10 units wide, laid out as a smooth spline: begin near (0, 12), travel north toward (0,-16), bend through (10,-36), (33,-48), (54,-36), then around toward (56,-12), (72,4), and finish near (98,4). Add a slightly wider pale pavement shoulder under the dark charcoal road, intermittent pale center markings, and a thin gold route-edge marking. At the start, show red-and-black grid stripes. Keep city buildings set back from the road: use repeated Kenney-style commercial skyscraper and shop models or visually equivalent low-poly buildings in sparse clusters on both sides. Place a parked truck near the start. The player vehicle is a large blocky bus made from simple geometry, with a red body, black roof, black horizontal side stripe, black side panels, diagonal gold side slashes, dark windows and windshield, black wheels, a gold circular cricket-style badge, and original block “RCB”-like lettering on the front (do not use an official logo). Add a gold arrow mounted above the roof that rotates to point toward the next checkpoint or finish. The bus starts at the beginning of the route, stopped, facing down the route. Driving uses arcade physics: W or Up accelerates, S or Down brakes and reverses, A/D or Left/Right steers, and Space engages a handbrake that increases turning response and rapidly slows the bus. Cap forward speed around 30 world units/sec and reverse speed around 7; allow steering to affect heading more strongly as speed rises. The goal is to pass five checkpoints in order and then drive into the green stadium finish zone before the timer expires. Start with a 90-second countdown. Checkpoints are placed at route progress values approximately 0.14, 0.31, 0.48, 0.64, and 0.81. Each checkpoint is a tall gold gate spanning the road, with two gold posts, a top bar, and a glowing gold circular marker. Only the next gate should be active/visible as the player progresses; reaching one within roughly 6.4 units hides it, activates the next, and adds 3.5 seconds. Between gates, place floating gold chevrons above the road that bob slightly, appear near the bus, and clearly indicate the racing line. After all five gates, the objective changes to entering a translucent green circular finish zone at the route endpoint. Build a cricket stadium at the endpoint: a flattened circular green field with a tan rectangular cricket pitch, alternating red and black low stands arranged around the perimeter, and four tall black floodlight poles with white light boxes. Add a red-topped finish sign near the finish area and a translucent green cylindrical finish zone. Winning displays a compact message such as “Stadium reached! The team bus arrived on time.” Stop the run when won. If the timer reaches zero, lose and display “Time out! Restart and take cleaner turns.” Collisions must not instantly end the game. Populate the route with live traffic in both directions using Kenney-style taxi, sedan, van, and sports-car models, with about 13 vehicles distributed along the route. Cars travel in lanes offset roughly 2.3–2.6 units from the center, some in the bus’s direction and some oncoming. Make them follow the spline, brake when too close to same-direction traffic, slow or stop before red/yellow traffic lights, and let selected same-lane cars yield when the bus approaches. Add visible white plates, red brake lights that brighten when braking, and roof markers (yellow for taxis, dark for other cars). Traffic lights occur at route progress values about 0.18, 0.36, 0.57, 0.76, and 0.91, with poles, arms, signal boxes, red/yellow/green lamps, and white crosswalk bars. Cycle each light through green, yellow, and red on an approximately 8.5-second phase with staggered offsets. Driving through a red light at speed costs 4 seconds, slows the bus, and shows a warning. Add roadside obstacles: seven cones at progress values around 0.20, 0.24, 0.38, 0.43, 0.58, 0.72, and 0.77, alternating sides of the road, plus three construction barriers around progress 0.33, 0.67, and 0.87. Contact with a cone costs 3 seconds and heavily slows/nudges the bus; contact with a barrier costs 4 seconds and does likewise. Hitting traffic costs 5 seconds, sharply slows and nudges the bus, but does not end the game. Prevent repeated penalties from triggering continuously during one collision. Implement H as a horn with a short synthesized two-tone horn sound and a cooldown of about 1 second. When honked, nearby traffic ahead or just behind gets a temporary speed boost and shifts laterally aside unless blocked by a red light. Show a brief compact toast such as “Horn! 2 cars clearing”; otherwise show “Horn!”. Show short non-blocking corner toasts for checkpoint bonuses, obstacle impacts, traffic bumps, and red-light penalties. Use a fixed overlay HUD with rounded dark translucent panels and white text. At the upper left/top row show a large “90.0s” timer, “Checkpoint 0/5” plus the objective “Follow the gold gate,” speed in km/h, traffic count, horn hint, and accumulated penalty seconds. Also include a route-progress panel with a horizontal bar that transitions red/black/gold and text indicating the next gate or stadium finish. At the bottom left show driving instructions: “Follow the floating gold chevrons to the stadium. W/↑ accelerate · S/↓ brake/reverse · A/D or ←/→ steer · Space handbrake · H horn”. Place a red rounded Restart button at the bottom right. Use gold for objectives, green for success, yellow for warnings, and red for failures/low time. Keep the HUD legible over the world and avoid blocking the driving view.