Arcade › Crash Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Liam 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 Liam what you would add next.
Crash Circuit was built by Liam 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 playable third-person 3D driving-and-crash game titled “Crash Circuit.” The player controls a compact low-poly race car on a dark asphalt test track, viewed by a smooth follow camera positioned behind and above the vehicle, looking toward its roof/front. Use a wide perspective view with a pale blue-gray sky, atmospheric fog, soft shadows, and a flat muted green ground surrounding the road. The road is a straight rectangular asphalt strip about 18 units wide and 84 units long, with short cream lane-divider dashes down its center. Place repeating chunky yellow-orange safety barriers along both road edges, plus three blocky impact obstacles on the track: a dark red block, a blue block, and a brown block. Add a large launch ramp farther down the course and a line of oversized construction cones along the course. Keep the visual style clean, colorful, low-poly/arcade-like, with strong directional sunlight and ambient hemisphere lighting. The vehicle is a small open-wheel/compact race car with a vivid red-orange body, dark chunky tires, gray suspension/axle details, and a visible driver-seat/roof area. It should cast a shadow. Offer three selectable vehicle visuals labeled Hatchback, Future GT, and Sports Sedan; switching the selection replaces the visible car and resets the run. The underlying vehicle should be a deformable soft-body cage made from eight mass nodes: four lower corner nodes and four roof nodes, connected by chassis perimeter, roof perimeter, vertical, and diagonal beams. Simulate gravity, spring stiffness, damping, plastic deformation, suspension compression, and breakable beams. Make the car visibly deform under hard impacts by deforming the rendered vehicle mesh toward the mass-node positions. Broken beams increase damage and the broken-beam counter. Driving controls: W or Up Arrow accelerates, S or Down Arrow brakes/reverses, A/D or Left/Right Arrow steers, Space applies the handbrake, C cycles to the next vehicle, and R resets the car. Include touch controls on coarse-pointer/mobile devices: left/right steering buttons on the lower left, and throttle, reverse/brake, and a wide BRAKE/handbrake button on the lower right. The car has forward speed capped around 30 (with reverse down to about -8), steering that becomes stronger at speed, and extra steering response with the handbrake. Add brief gray tire-smoke puffs when the tires are compressed while handbraking at speed. Implement collisions with the three impact blocks: hitting one causes a substantial damage increase, reverses/reduces speed, and nudges the car backward. Leaving the road edge causes gradual damage, while the car is clamped near the road boundaries. Drive over the launch-ramp region to launch upward, track airborne time, and on landing record a best-jump distance-style value; a particularly hard landing adds damage. Damage is capped at 100%, and reaching 100% marks the vehicle crashed. Keep the car grounded with suspension and prevent it from leaving the playable track bounds. Add a dark translucent glassy HUD over the game. In the upper-left show an orange uppercase “CRASH CIRCUIT” title and the subtitle “Drive hard. Land clean. Break stuff.” In the upper-right show live rows for Speed in km/h, Damage as a percentage, Best jump in meters, and Beams broken. Add upper-left vehicle selector buttons for Hatchback, Future GT, and Sports Sedan, with the active one highlighted orange. Add upper-right deformation buttons Soft, Balanced, and Rigid, with Balanced initially active and blue active styling; these presets change spring stiffness, damping, beam breaking strain, and plasticity, with Soft deforming/breaking more easily and Rigid resisting deformation. At the bottom center show: “WASD / arrows drive · Space handbrake · C switch car · R reset.” Use rounded dark panels, small clean sans-serif text, subtle borders, blur, and shadows to match the polished prototype HUD.