Arcade › Crashcraft Garage
A glitchy ish game where it's supposecto have detaching parts and destruction, and crash test dummies
Click the game above and it runs right here in your browser. No download, no installer, no account needed. BroForce4 built it with Cinevva, so it works on a phone or a tablet too.
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Crashcraft Garage was built by BroForce4 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 Crashcraft Garage 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-based 3D vehicle sandbox titled “Crashcraft Garage.” Use Three.js or an equivalent real-time 3D engine with a third-person chase camera, a dark blue-gray industrial test arena, and simple low-poly/kitbashed vehicle assets. The camera should follow the player car from behind and above at a slightly offset angle, smoothly tracking its position and rotation while looking toward the car. Render soft shadows, fog, a dark navy background, a large charcoal floor plane, and a subtle square grid over the floor. The arena is a rectangular open test area enclosed by four long, low orange-red crash barriers: one across the far end, one across the near end, and one along each side. Add two smaller angled orange-red barriers inside the arena, one near the far-middle and one near the center/right, so the player can deliberately drive into obstacles. Barriers should be solid collision obstacles, approximately 1.1 units high, brightly colored coral/orange with rough material, and cast shadows. Build the player vehicle as a modular group centered in the arena. Start with a green/teal low-poly hatchback chassis/body, with visible gray bumpers or trim and a light windshield/roof panel, facing toward negative Z. Provide an “Assembly Bench” UI that lets the player snap modules onto the car. The chassis is present by default and the Chassis button displays “Chassis ✓” as the selected/active item. The Add wheel button adds one gray racing wheel at a time, placing wheels into four fixed slots around the body (front-left, front-right, rear-left, rear-right); show the count as “Add wheel (0/4)” through “Add wheel (4/4).” Do not add more than four wheels. The Add engine button adds one visible drivetrain/engine module into the upper center of the body, changes to “Engine ✓,” and has no effect when pressed again. The engine is initially absent, and its presence increases acceleration. The Add dummy button adds green blocky crash-test passenger characters inside/on the car, with a count such as “Add dummy (0),” and supports multiple dummies. Place successive dummies in slightly offset passenger positions. Use simple character animations if available, with a driving animation while seated. Implement driving with keyboard controls: W or Up Arrow accelerates forward, S or Down Arrow reverses, A or Left Arrow steers left, D or Right Arrow steers right, Space acts as a handbrake/brake, and R resets the car and passengers. The car has smoothed steering, forward/reverse motion, speed drag, a speed cap around 13 simulation units forward and 5 backward, and the engine provides stronger acceleration than the chassis alone. Rotate the car according to steering and current movement, roll the visible wheels while driving, and keep the car on the ground. Also provide touch controls on small screens: a vertical Up button, a row with Left, a square brake button, and Right, and a Down button beneath them; these buttons should hold the corresponding controls while pressed. When the car’s body collides with one of the orange barriers at meaningful speed, prevent/reverse the movement slightly, add a crash to the crash counter, bounce/deflect the car and rotate it a little, and use a short collision cooldown to avoid counting the same impact repeatedly. Every seated dummy that has not already been launched should be ejected forward from the vehicle with upward velocity, then follow simple gravity and tumble/spin through the air. Let dummies bounce and slow on the floor; when they settle, stop their flying state. If a dummy has a death animation, play it on impact/ejection; otherwise retain the simple ragdoll/tumbling behavior. The reset action should clear all added wheels, engine, and dummies, restore the chassis, return the car and seated dummies to the origin, stop motion, and reset the crash counter. A car-only reset with R should restore the car position/rotation and return all dummies to their seated positions while retaining the assembled build, and should reset motion but not necessarily clear the assembly. Overlay a polished responsive HUD using translucent near-black glass panels with rounded corners, subtle borders, shadow, and blur. At upper left show the kicker “VEHICLE SANDBOX,” the large title “CRASHCRAFT GARAGE,” and the subtitle “Snap parts. Test the build. Break the dummy.” At upper right show a SPEED label with a large numeric speed readout in km/h (derived from the absolute movement speed), and a CRASHES label with the current crash count. At lower left show the assembly bench and its buttons: Chassis ✓, Add wheel (count/4), Add engine or Engine ✓, Add dummy (count), and a full-width “Reset build + arena” button. On desktop also show a lower-right help panel reading: “WASD / arrows: drive / Space: handbrake / R: reset / Green dummies are crash-test passengers. Hit the barriers to send them flying.” On mobile, make the garage panel span most of the bottom width, move the stats panel above it, hide the help panel, and show the circular touch controls near the upper-right. Preserve a readable, high-contrast white/light-blue UI over the dark scene, with the add/active chassis button highlighted amber and ordinary controls dark blue.