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Arcade › Crash Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dmytro Shvets built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Crash Circuit yet. Play it, then tell Dmytro Shvets what you would add next.
Crash Circuit was built by Dmytro Shvets 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 Circuit 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 browser-playable 3D local multiplayer racing and crash arena called “Crash Circuit,” using a stylized low-poly Three.js presentation. Show a large green grass field with a dark charcoal oval race track formed as a wide ring, viewed from an elevated third-person chase camera behind Player 1’s car. The track should have evenly spaced short white dashed center markings, alternating red/orange and white crash-rail blocks around both the inner and outer edges, and a black-and-white checkered finish line crossing the near end of the oval. Use strong soft shadows, a blue sky-colored background/fog, and simple bright arcade materials. Place two controllable cars near the center/start area: a red race car for Player 1 and a green sports hatchback for Player 2. Load or approximate clean Kenney-style low-poly vehicle meshes, with visible black wheels and a small ground shadow. Also include a non-controllable white ghost/network-preview car that continuously drives around the oval; it is only a visual placeholder and does not participate in gameplay. The camera follows Player 1 from behind and above, smoothly tracking its position and heading. Allow the player to drag on the screen to rotate the camera around the car and change pitch, and use the mouse wheel to zoom between a close and distant chase view. On touch devices, provide translucent on-screen steering and throttle/brake buttons. Implement physics-style arcade driving for both players. Player 1 uses W to accelerate, S to brake/reverse, and A/D to steer; Player 2 uses ArrowUp to accelerate, ArrowDown to brake/reverse, and ArrowLeft/ArrowRight to steer. Cars should accelerate forward, turn more effectively at speed, reverse steering direction when backing up, lose lateral velocity through drift/friction, have a capped speed, and receive mild slowdown when outside the oval track. Start Player 1 and Player 2 side by side near the inner area, and make the cars collide with each other using circular collision bounds, pushing apart and reducing velocity. Scatter obstacles around the infield and track: about ten orange traffic cones at varied positions, plus roughly nine stacks of three black torus-shaped tires, with some stacks inside the oval and some around the outer track. Make the alternating rail blocks and tire stacks hard obstacles and cones softer obstacles. Cars must collide with all obstacles, be pushed away, bounce/slow down, and trigger an impact event. Each impact increments a global crash count and raises the impacted car’s damage percentage, capped at 100. Visually deform the car geometry at the impact location: progressively crush/warp the loaded vehicle mesh and add dark rectangular crumple/dent panels with lighter scratch/crease pieces, limiting the number of visible dent pieces so the car visibly accumulates damage without becoming covered. Slightly scale the struck obstacle on impact. Play a heavy or light impact sound based on impact strength, a synthesized engine hum whose pitch follows speed/throttle, and occasional tire-skid noise during high lateral slip; unlock audio after the first keyboard or pointer interaction. A race lap is counted when a car crosses the checkered finish line in the forward direction near the track’s end, and the first player to reach 3 laps wins. Keep driving active after the win but show the winner in the HUD. Add a fixed translucent dark HUD panel at the upper left with the title “Crash Circuit,” instructions for Player 1 and camera interaction, each car’s damage percentage and lap progress (for example, “Red damage: 0% · laps 0/3” and “Green damage: 0% · laps 0/3”), the total crash count and elapsed time, and a winner/status line. Add an upper-right translucent instruction panel on desktop stating that P1 uses WASD, P2 is local multiplayer with arrow keys, and that players can crash into cones, rails, tire stacks, and each other to deform the meshes. Hide or simplify that instruction panel on small/mobile screens while showing the touch controls. Keep the visual style and HUD readable and close to the supplied screenshot: broad oval track in perspective, green infield, red-white barriers, cones and tire stacks, red and green cars, and prominent checkered finish strip.