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Arcade › Crash Crown
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lyrik Gaitin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Crash Crown yet. Play it, then tell Lyrik Gaitin what you would add next.
Crash Crown was built by Lyrik Gaitin 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 Crown 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 local 2-player 3D arena car-battle game titled “Crash Crown.” The entire game runs on one device in landscape-oriented presentation, with a true vertical split screen: render the same arena simultaneously in two equal-width viewports separated by a thin bright center divider. Each viewport has its own third-person chase camera following that player’s car from behind and slightly above, looking forward in the direction the car is facing. Use a dark stylized sci-fi/neon aesthetic: a navy-black background with subtle fog, a large square dark blue-gray ground plane, a visible blue perspective/grid pattern, white outlined arena boundary, soft shadows, ambient lighting and a bright directional light. Add about 70 small floating faceted pink and blue glowing bits high around the arena as decorative sky particles, slowly spinning and bobbing. The arena is approximately 42 by 42 world units. Place five spread-out cylindrical pillars/obstacles, each roughly 2.2 units tall and 1 unit radius, with saturated colors: a yellow central pillar, pink at the back-left, blue at the back-right, green at the front-left, and orange at the front-right. Cars collide with pillars and are pushed away; pillars do not directly deal damage. The square arena walls constrain the cars, bounce their velocity back with damping, and each wall impact reduces the impacting car’s health by a small amount (about 0.8 HP). Create two simple stylized low-poly battle cars. Player 1 is a bright red/coral car starting on the left side at approximately (-13, 0, 0), initially facing toward the other player. Player 2 is a bright light-blue car starting on the right side at approximately (13, 0, 0), initially facing toward Player 1. Each car should have a chunky rectangular body, a smaller light gray/white raised cabin or roof, a dark front bumper, and four black wheels. Cars visibly cast shadows. The cars are topologically simple box-like arcade vehicles rather than realistic detailed cars. The core mechanic is ramming. Both cars drive with arcade physics: accelerate forward, reverse/brake, steer left and right, experience drag, and have a capped speed. Steering rotates the car based on movement speed; forward motion follows the car’s facing direction. Keep each player’s health at 100 HP at the start and display it live. When the cars overlap, separate them, apply an impact impulse based on their relative closing speed, and register a hit no more often than roughly once every 220 ms. A solid car hit deals 10 damage to the car with the greater current speed, while the attacker takes 1 damage; if speeds are nearly equal, both cars take 10 damage. Clamp health at zero. The first car reduced to zero is wrecked and the other player wins; if both reach zero during the same collision, show a tie. Build a fixed HTML/CSS HUD above the 3D scene. At the top, show a rounded translucent dark title card reading “Crash Crown” and “2-player split-screen car battle — smash the other car to win.” Beside/below it show two rounded status cards in a two-column layout: a red-tinted “RED DRIVER” card with “100 HP” (updated during play) and “Player 1 · WASD or left controls,” and a blue-tinted “BLUE DRIVER” card with “100 HP” and “Player 2 · Arrow keys or right controls.” Use white text, muted lavender/blue secondary text, translucent panels, thin borders, blur, and soft shadows. Support keyboard controls: Player 1 uses W to accelerate, S to reverse/brake, A to turn left, and D to turn right. Player 2 uses ArrowUp, ArrowDown, ArrowLeft, and ArrowRight with the same functions. Also provide mobile/touch controls at the bottom: a red control pad on the left and blue control pad on the right, each with four large translucent buttons arranged as up arrow on the top center, left arrow bottom-left, down arrow bottom-center, and right arrow bottom-right. Use pointer/touch press-and-release behavior so buttons act while held and stop on release. On smaller screens hide the instructional help card but retain both compact control pads and the split-screen. At the bottom, include a translucent instructional card saying: “Goal: ram the other car. Harder hits do more damage. First player to wreck the other car wins, and their name shows at the end.” When the match ends, pause driving and show a centered rounded translucent results card over the arena. Display “Winner,” then a large gold “Player 1 👑” or “Player 2 👑” and text such as “[winner] wrecked [loser].” For a simultaneous double knockout display “Tie 👑👑” and explain that both players wrecked each other. Include a prominent gradient “Play again” button that resets both cars, health, velocities, angles, and the winner card. Briefly brighten the scene on a car collision to emphasize impacts.