Arcade › Chaos
Click the game above and it runs right here in your browser. No download, no installer, no account needed. niccsdasneaks built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Chaos yet. Play it, then tell niccsdasneaks what you would add next.
Chaos was built by niccsdasneaks 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 Chaos 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 3D arcade combat-racing game titled “Chaos.” Use a low-poly, stylized Three.js-like presentation with soft shadows, strong directional lighting, blue-gray fog, and a cool blue/purple palette with bright orange-red vehicle accents. The game is viewed from a third-person chase camera positioned behind and above the player’s car, following its direction around the course and smoothly looking toward the car. Build a large city race environment on a dark blue-gray ground plane, with a long closed loop course made from wide dark asphalt/road segments. The course should run through a sparse stylized city/NYC-inspired skyline: repeated blocky gray-blue skyscrapers with pale window bands, plus simple procedural city blocks. Include a prominent blue water/river strip through the environment. The track is mostly flat but includes a raised bridge section over the river with a substantial central support, yellow-gold side rails, and a red ramp/jump approach. Add repeated small yellow lane markers along the roadway. The visible style should be clean, geometric, low-poly, and game-like rather than realistic. The player drives an orange-red open-wheel/race car with a long angular nose and body, gray cockpit/side panels, four large black tires with yellow inner rims, and small light-colored aerodynamic wing pieces. Place five rival cars on the same course, using varied simple race/police/taxi-like low-poly car models, with the player visually larger than rivals. Start the cars in a staggered order and have the five rivals drive themselves continuously around the loop at approximately steady speeds, while the player starts stopped and accelerates manually. The race has six total competitors and lasts three laps. Implement driving controls: W or Up Arrow accelerates, S or Down Arrow brakes/reverses or reduces speed, A/Left Arrow and D/Right Arrow steer laterally, Shift activates nitro, and Space fires a missile. Clamp ordinary player speed around 0–27 and allow nitro to boost it up to roughly 34 while held. The vehicle should follow the predefined course direction around the loop; steering visibly shifts the player sideways. Rivals automatically follow the track. Include equivalent on-screen touch controls for mobile: a red circular MISSILE button at bottom-right and a blue NITRO button at bottom-left; hide these buttons on wider desktop layouts. Make missile combat central to the “chaos” theme. When Space or the MISSILE button is pressed, fire a small glowing orange/red projectile forward along the current track direction, with a short cooldown of about 0.55 seconds and a lifetime of roughly 2.5 seconds. Projectiles travel quickly, disappear when expired, and damage any opposing car they hit for 25 HP. Rivals should occasionally fire their own missiles. Give every car 100 HP; show the player’s current HP in the HUD. Hits should provide a brief visible feedback effect such as a small scale flash on the struck car. HP can reach zero, but cars remain part of the race rather than requiring a complex destruction system. Use a minimal fixed HUD over the 3D view. In the upper-left, show a dark translucent rounded panel reading “CHAOS” followed by the current lap, initially “Lap 1/3.” In the upper-right, show “Position 6/6 · HP 100” initially, updating position among all six cars and player HP. Center-screen, display a temporary large countdown sequence “3,” “2,” “1,” then “GO!” as the race starts, followed by temporary end messages: “YOU WIN!” if the player completes three laps in first place, otherwise “RACE OVER.” At the bottom center show the instruction text “WASD / arrows drive · Space fires missiles · Shift nitro.” When the race ends, display a white “RACE AGAIN” button near the lower-middle of the screen; clicking it resets all cars, health, lap/progress, and starts another countdown. Keep the HUD typography bold white with dark shadowing and translucent navy panels, rounded corners, and subtle blur. The race should automatically initialize the six cars, reset them to staggered starting progress, and begin after a brief delay and countdown. Track progress should determine lap count and ranking; update the lap display from 1/3 through 3/3, update position by sorting competitors’ progress, and finish the race when the player reaches three complete laps. Use a bright sky-blue background/fog, hemisphere fill light, strong white sun, warm fill light, ambient shadows, and a cinematic but readable camera distance. Do not add menus, weapons, powerups, scoring, drifting systems, or features beyond this driving, nitro, missile, health, lap, ranking, and restart loop.