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Circuit Rush

  • 3d
  • endless-runner
  • cyberpunk
  • sci-fi
  • arcade
  • mobile
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. curtis miller built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Circuit Rush yet. Play it, then tell curtis miller what you would add next.

Make your own game

Circuit Rush was built by curtis miller 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 Circuit Rush 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.

Read the build brief for Circuit Rush

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 a browser-based 3D endless runner titled “Circuit Rush.” Use Three.js with a third-person chase camera positioned above and behind the player, looking down a long roadway toward the distant cyberpunk city. The player is an animated cyberpunk droid running in place near the lower center of the view while the rain-slick road, obstacles, pickups, city blocks, and rain scroll toward the camera to create forward motion. The road has exactly three lanes at x positions left, center, and right, divided by short glowing cyan lane markers and bounded by bright magenta neon guard rails. Use a dark blue-black night background with exponential fog, a rainy atmosphere, reflective metallic asphalt, cyan and magenta emissive lighting, scattered point lights, dark blocky skyscrapers with colored windows, neon street lights, and glowing signs on both sides. Use cyberpunk character, drone, pickup, street-light, sign, gate, cargo vehicle, and road tile models where available; the intended visual assets are Quaternius Cyberpunk Kit models for the droid, flying enemy drones, energy pickup, street lights, signs, and hazard signs, plus Kenney Space Kit models for the road, laser gate, and cargo block. Provide procedural fallbacks or simple geometric substitutes if assets cannot load.

The core loop is an endless survival run. On starting, reset score, distance, cores, speed, lane, vertical motion, and obstacles. The player continuously advances, with distance increasing at the current speed. Start at speed multiplier 1.0x and gradually increase it according to distance, reaching up to a 3.3x multiplier; score is primarily distance times 3 plus 150 points per collected core. Spawn obstacle patterns ahead of the player around z=-86 at changing intervals that become shorter as speed rises. Move spawned objects toward the player. Gradually ramp difficulty after about 350 meters by sometimes placing a second obstacle in another lane. There should always commonly be energy cores positioned in a safer lane, with some additional cores elsewhere. Cores are glowing yellow/gold rotating pickups floating around y=1.05, with a small halo light; collecting one requires being close in lane, depth, and height, increments the core counter, adds 150 score, plays a short sound, and creates a burst of small glowing particles.

Implement responsive lane switching: Left/Right arrows or A/D move the target lane one step, clamped to the three lanes, and the droid smoothly interpolates toward it with a slight lean while changing lanes. Implement jumping with Space or Up Arrow: only from the ground, launch with upward velocity about 10.6 and apply gravity about 27; the droid lands back on the road. Implement sliding with S or Down Arrow while grounded: set a roughly 0.72-second slide timer and smoothly squash the player vertically to about 48% height, restoring normal height afterward. A mobile/touch interface must mirror these controls with bottom buttons: left arrow, right arrow, a purple “SL” slide button, and a large circular yellow/pink up-arrow jump button. Include R to restart and allow clicking the canvas or the start/restart button to begin a run.

Include these obstacle types, with clear gameplay requirements and matching visuals: (1) flying traffic drones in a lane, which must be avoided by changing lanes; animate/hover them slightly; (2) large cargo vehicle/block obstacles, also avoided by changing lanes; (3) broken panel barriers with a low glowing magenta rail/hazard sign, which require jumping over; (4) laser gates with a frame and horizontal magenta laser beam around y=1.24, which require sliding underneath; and (5) lane gaps represented by a dark void panel with glowing cyan front and back edges, which require jumping across. Collision checks should consider lane overlap and close depth. A barrier is safe only when the player is above roughly y=0.95, a laser gate is safe only while actively sliding, and a gap is safe only when the player is above roughly y=0.55. Any unavoided collision immediately ends the run, records a specific reason such as traffic drone collision, broken panel hit, laser gate clipped, or falling through a lane gap, stops gameplay progression, and switches the droid to a death animation. Keep a persistent best score in local storage and show it in the end result.

Build the HUD as fixed HTML overlay over the 3D canvas. At the upper left show four stacked values: “Score,” “Distance” in meters, “Cores,” and “Speed” as a multiplier. Use bright white/cyan text with yellow values, glow/text-shadow, a dark translucent blue-purple panel, cyan border, rounded corners, and inset neon glow. Across the top center show the controls hint: “A/D or arrows change lanes · Space / ↑ jumps · S / ↓ slides · collect glowing energy cores.” At the beginning show a large centered translucent dark panel with cyan border and neon glow, the title “CIRCUIT RUSH” in large white text with cyan/magenta glow, descriptive text “Dodge drones, leap gaps, slide laser gates, and collect energy cores.” and a rounded yellow-to-orange “START RUN” button. When the run ends, retain the same centered overlay but show the last-hit message and a result line containing score, best score, and collected cores, with the button labeled “RESTART.” On small screens hide the top hint and scale down the HUD and touch buttons; keep touch controls visible at the bottom. Add subtle synthesized beeps for lane changes, jumping, sliding, pickup collection, and game over if audio is available.

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