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Arcade › Cyber GT

Cyber GT

  • 3d
  • racer
  • arcade
  • endless
  • cyberpunk
  • lane-runner
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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. H.R built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cyber GT yet. Play it, then tell H.R what you would add next.

Make your own game

Cyber GT was built by H.R 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 Cyber GT 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 Cyber GT

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.

Rebuild a playable browser game titled “CYBER-GT // NIGHT RUN,” a neon cyberpunk 3D lane-runner viewed from a third-person chase camera behind a sports sedan. Use a dark almost-black night scene with fog, cyan and hot-pink emissive lighting, and a retro arcade/Courier New HUD. The game should run inside a responsive framed shell with a cyan border and glow. The main play area is a wide dark highway extending into the distance; use a perspective camera looking forward and slightly downward from behind the player car. The road has three lanes, bright cyan/white dashed lane markings down the center divisions, pink neon edge lines on both sides, and dark blue shoulders. Line the highway with repeated tall, chunky rectangular city blocks/buildings on both sides, alternating cyan and magenta accents and small horizontal glowing window/sign strips. The background should be black-blue with atmospheric fog and neon point/directional lighting.

Place a detailed red/orange sports sedan at the bottom center of the view, facing forward into the road. If a model is unavailable, use a simple low-poly sports-car fallback. The player occupies one of three lanes and smoothly shifts between lanes. Spawn a sequence of magenta traffic obstacles ahead, each a chunky rectangular vehicle/block with a small cyan light strip, distributed across the three lanes. Obstacles move toward the player as the highway scrolls, then recycle ahead once they pass the camera, selecting a new random lane.

Core loop: begin on a start overlay, then drive indefinitely while dodging traffic. At run start reset score to 0, distance to 0, speed to 125 KM/H, nitro to 100%, and place the player in the center lane. During play, speed naturally cruises upward over time from 125 toward 180 KM/H unless manually changed. Distance increases based on speed and score is computed from distance and elapsed time. Moving into an adjacent lane should be smooth, constrained to left/center/right; the car visibly banks slightly while shifting. Passing an obstacle closely without hitting it awards a near-miss bonus of 250 points and restores 8 nitro. A collision occurs when the player and traffic overlap closely: shake the camera, reduce speed substantially, remove 22 nitro, and continue unless the resulting speed falls below roughly 78 KM/H, in which case end the run. On game over show “RUN OVER,” the final “Score … // Distance …m,” and a RESTART button.

Controls must work both from keyboard and on-screen touch buttons: A or Left Arrow shifts left; D or Right Arrow shifts right; W or Up Arrow increases speed by 18 up to 260; S or Down Arrow decreases speed by 25 down to 70; Space activates nitro while held. Nitro boosts speed up toward 310 KM/H, drains at 30 percentage points per second while active, and otherwise regenerates at 8 points per second up to 100. On-screen controls below the game area should include left arrow, brake minus, a pink BOOST button, gas plus, and right arrow. The BOOST button should toggle boost on touch/click, while keyboard Space behaves as a held boost.

The in-game HUD overlays the scene and shows three boxed readouts: SCORE, SPEED [number] KM/H, and NITRO [percentage]%, with pink labels and cyan values. Include the centered lower message “DODGE TRAFFIC // SURVIVE THE C1.” Add a top bar reading “CYBER-GT // NIGHT RUN” with a READY/RUNNING/CRASHED status. Before play, show a dark translucent radial-gradient overlay with a cyan-bordered card, pink title “TOKYO HIGHWAY C1,” descriptive text about a tighter, faster neon lane-runner with traffic and near misses, the hint “A/D or ◀ ▶ lanes · W/S speed · SPACE boost,” and a cyan START RUN button. Use a responsive layout that fits desktop and mobile screens.

Below the controls include a compact music bar with a TRACK selector, PLAY/PAUSE toggle, and NEXT button. Provide two selectable synthwave/cyberpunk soundtrack entries and play them as looping audio when supported. Preserve the visual style: dark navy/black surfaces, cyan borders and glows, hot-pink accents, yellow status/hint text, emissive road/building lights, clean geometric low-poly 3D shapes, and arcade neon typography. Add soft shadows, bloom-like emissive materials, fog, and a slight camera shake on collisions, but do not add gameplay systems not described here.

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