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Arcade › Curve Rush

Curve Rush

  • 3d
  • endless-runner
  • driving
  • arcade
  • mobile
  • low-poly
  • neon
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Curve Rush yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Curve Rush was built by Oleg Sidorkin 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 Curve Rush 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 Curve Rush

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.

Recreate a browser-based 3D endless driving game titled “Curve Rush.” Use Three.js-style real-time 3D rendering with a third-person camera positioned above and behind a small cyan low-poly car, looking forward down a road that recedes toward the horizon. The road has three lanes, dark asphalt, two glowing pale lane-divider stripes, dark shoulders, roadside glowing posts, a deep night sky with animated stars, fog, and a curved-horizon effect: the road follows a large sinusoidal bend, with stronger bends as the run advances. Keep the visual style sleek, minimal, neon-lit, low-poly, and arcade-like, with cool blue glassy HUD panels over the scene.

Core loop: show a start overlay before play. The centered dark translucent rounded card says “Curve Rush,” explains that four road zones roll in across the run and change palette, traffic pressure, and unlock a new trick, shows pills “3 lanes,” “Swipe or tap,” and “Coins & boosts,” and has a bright cyan “Start Run” button plus “Arrow keys also work on desktop.” Starting begins an endless run. The car automatically moves forward; the player does not steer continuously, but shifts among lanes. Avoid oncoming/traffic cars appearing ahead in the three lanes. A collision ends the run and opens a centered restart overlay titled “Wrecked,” with run summary and a “Restart Run” button.

Controls must support mobile left/right on-screen buttons, horizontal swipe/tap gestures, and desktop Left/Right arrows or A/D. A start/restart can be triggered by the overlay button, Enter, or Space. P toggles pause, and losing browser focus pauses the run. Lane changes should smoothly interpolate, with the car subtly tilting while shifting. Place a dark circular shadow beneath the player.

Traffic consists of stylized low-poly cars in varied bright colors (pink/red, orange, cyan, green, purple), built from simple box-shaped body and cabin meshes, bright nose, and four dark wheels. Spawn several cars ahead with randomized lanes and spacing; traffic pressure increases by district. The player begins with base speed 30, which gradually rises over time. Distance advances based on current speed. Score is distance-based plus pickup bonuses: normally use approximately distance * 0.65 + bonus score; while nitro is active, use approximately distance * 1.3 + bonus score. A best score persists between runs.

Scatter pickups above the lanes. Gold rotating coin rings appear in lines and sweeping lane patterns, award 1 coin and +10 bonus score. Blue glowing octahedral shards with rings award +25 bonus score and add 20% nitro charge; filling the charge to 100% activates nitro automatically. At later districts, add gold/orange nitro cells, purple magnet pickups, and green shield pickups. Nitro cells award 3 coins and +100 bonus score, add 35% charge, and activate nitro for about 5.8 seconds. Nitro increases current speed by 18, doubles the distance scoring rate, displays a green/cyan boost aura around the player, and lets the player smash one traffic car for +50 instead of crashing; shorten the remaining boost after a smash. The magnet lasts about 8.5 seconds, displays a rotating purple ring around the player, and pulls nearby coins and shards toward the player’s lane with an enlarged collection range. The shield lasts about 12 seconds, gives one crash protection, displays a translucent rotating green wireframe sphere, consumes itself on impact, and awards +20; without shield or nitro, collision ends the run. Use animated spinning/bobbing pickups.

Implement four distance-based districts with a visible level/progress panel and distinct palettes, sky gradients, fog, road, lane stripe, roadside post, grass/shoulder, star colors, bend intensity, and traffic spacing: (1) “Moonrise Strip,” from 0m, blue night palette, base traffic and coins/shards only, with the message “Coins and shards only — learn the road.” (2) “Sunset Circuit,” from 260m, warm purple/orange sunset palette, nitro cells unlock and traffic tightens, with “Nitro cells unlocked — the pace jumps here.” (3) “Aurora Causeway,” from 700m, teal/green aurora palette, purple magnets unlock and coin patterns sweep across lanes, with “Magnet orbs online — coin lines start bending across lanes.” (4) “Crimson Vortex,” from 1300m, crimson/pink palette, green shields unlock, sharper bends and peak traffic intensity, with “Shields unlock — tighter traffic and sharper bends.” Once the fourth district is reached, keep it as the maximum district while the endless run continues. Unlock pickup types only at their stated district.

HUD should remain fixed over the 3D scene. Along the top, show three dark rounded glass cards: SCORE with the current score, BEST with persistent best score, and SPEED with rounded current speed. Under them, centered, show a small rounded status message. Below that, show a centered level panel with “LEVEL,” the current text such as “1 · Moonrise Strip,” a goal such as “260m to Sunset Circuit,” and a horizontal progress bar. On the lower-right, show a bonus tray containing Coins and Bonus totals, a Nitro percentage with a cyan/green/yellow fill meter and state text such as “Live 4.2s · x2 score,” and a Powerups card showing Coin Magnet and Shield states such as locked district, Offline, Live timer, or Armed timer. Along the bottom, show large rounded translucent left and right arrow buttons and a small hint “Stay on the road. Miss one crash.” Hide or fade the gameplay HUD controls while the start/restart overlay is open.

Use a responsive full-viewport layout with a nearly black background, dark navy translucent panels, subtle borders/shadows, rounded corners, pale blue/white text, muted blue-gray labels, and a bright cyan gradient CTA. The camera should gently follow lateral player movement and look toward the road ahead. Road segments and roadside posts should recycle endlessly as distance advances; traffic and pickups should recycle behind the player. Include fog and animated star pulsing for depth. Make the result playable immediately in a single responsive web page and preserve the clean centered start-screen composition shown in the reference.

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