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CRASH 360

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Remix it

5 plays

  • 3d
  • driving
  • car-crash
  • sandbox
  • arcade
  • mobile

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Joao Joao paulo, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

CRASH 360 was built by Joao Joao paulo 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 CRASH 360 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 CRASH 360

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 “CRASH 360,” a compact, touch-first 3D crash-driving sandbox viewed from a smooth-following third-person chase/orbit camera. The player drives a small red sports/racing car around an open test arena; the experience is freeform driving and crashing, with no race, opponent, mission, or finish-line objective. Start centered on the arena at rest, facing forward. Use realistic arcade-style vehicle motion rather than a rigid lane racer: acceleration builds speed, braking can slow and reverse, steering turns more strongly once moving, and momentum eases toward the car’s facing direction. Include mild body lean under steering and pitch under acceleration/braking. Collisions with objects or the arena boundary push the car back, reduce speed, add damage and impact count, and stronger impacts briefly launch/tumble the car before it settles. Show accumulating dark scrape/dent marks on the hood and sides as impacts occur. Provide a reset control that returns the car and camera-driving state to a clean central start and clears damage and impact count.

Build a broad, flat outdoor test ground: a roughly square dark gray asphalt pad set into muted green grass, with a pale blue sky and light atmospheric fog. Mark the pad edges with short yellow hazard stripes. Add sparse white dashed lane markings and two thin broken circular skid-test rings centered on the pad. Scatter small orange traffic cones, loose black tires, and several short gray racing barrier rows as crash targets, especially around the central practice area and near pad edges. Keep the arena open and uncluttered, with a few distant yellow boundary markers beyond the asphalt. Use a softly lit, clean low-poly / game-ready 3D racing-kit look, with a red car, dark asphalt, grass, white paint, yellow safety accents, and a pale blue outdoor backdrop.

The camera follows behind and above the car with a moderate wide field of view and smooth easing; it should be orbitable independently by dragging/swiping in the upper play area, with vertical drag changing its elevation. The car is initially centered in view. Make the interface readable over gameplay and in Portuguese, as in the reference. A compact translucent dark panel at top left shows the red title “CRASH 360,” current “VELOCIDADE” in km/h, “DANO” as a percentage, and “BATIDAS” as a collision count, with a narrow damage progress bar beneath; color the bar amber normally and red at high damage. Put a circular ↻ / RESET button at top right. At bottom left show a translucent circular steering joystick labeled “VIRAR”; at bottom right put a large red-outlined circular ▲ “ACELERAR” button and a smaller pale-blue-outlined circular ▼ “FREAR” button to its left. Add the small bottom-center hint “ARRASTE À DIREITA PARA GIRAR A CÂMERA.”

Controls: on touch, drag the bottom-left joystick to steer (it recenters when released); press and hold accelerate or brake buttons; drag elsewhere in the upper play area to orbit the camera; tap RESET to restart. On keyboard, W/up accelerates, S/down brakes, A/left and D/right steer, and R resets. Keep the HUD responsive to screen size and avoid adding menus, weapons, opponents, levels, rewards, or features not represented by this simple open test arena.

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