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Cyber-GT C1

  • 2d
  • arcade
  • racer
  • endless
  • cyberpunk
  • pixel-art
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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

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Make your own game

Cyber-GT C1 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 C1 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 C1

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 playable browser game titled “CYBER-GT // C1 NIGHT RUN,” presented as a compact 2D canvas pseudo-3D highway racer. Use a fixed 400x250 logical canvas scaled responsively inside a centered game shell (maximum about 920x650) with a crisp pixelated rendering style. The overall visual identity is dark cyberpunk Tokyo at night: near-black navy background, cyan/teal glowing lines and UI, hot pink labels and taillights, occasional yellow highlights, monospaced Courier-style typography, and subtle neon glow.

Layout and screens: Put the game in a bordered shell with a cyan 2px outline and neon shadow. The top bar says “CYBER-GT // C1 NIGHT RUN” on the left and shows a status on the right: READY before play, LIVE during play, CRASHED after collision. Below it is the highway canvas. At the bottom, include touch-friendly controls: left arrow, minus/brake, a wide pink BOOST button, plus/gas, and right arrow. Overlay the canvas at startup with a translucent dark layer and a centered cyan-bordered card. The card title is “TOKYO HIGHWAY” on one line and “C1” below in large glowing hot pink text; subtitle: “Dodge traffic, charge the boost, and survive the rain-slick expressway.” Show the yellow instruction text “A/D or ◀ ▶ to change lanes · W/S to tune speed · SPACE to boost” and a cyan START RUN button. After a crash, replace the title with “RUN TERMINATED,” explain the covered distance in meters, and change the button to “RESTART RUN.”

Gameplay camera and scene: Render a forward-facing pseudo-3D road using perspective projection toward a horizon around the upper third of the canvas. The road is a dark blue-black trapezoid widening toward the bottom, with a blue/teal atmospheric horizon. Add two dashed pale-cyan lane divider lines, teal road-edge lines, and faint alternating cyan/pink reflections or strips on the wet pavement. The player car is always near the bottom center in a third-person rear view, shifting among three main lanes (left, center, right), with intermediate half-lane positions possible. It is a small blocky pixel-art sports car in dark blue-gray, with cyan details, red/pink rear lights, yellow accents, dark windows, and a black shadow. Lean it slightly while changing lanes. The road scrolls continuously to communicate forward motion.

Environment: On both sides of the road, generate repeating dark high-rise building silhouettes. Buildings vary in height and have thin blue outlines, cyan/pink/yellow vertical neon signs and occasional billboards marked “C1”; visible signs can use short Japanese/Tokyo-themed labels such as 電脳, 東京, 未来, 渋谷, C1, and AI. Far in the background, show a small skyline silhouette with cyan window dashes. Add many thin diagonal rain streaks across the entire screen, with subtle motion. Keep the art geometric and pixelated rather than detailed or photorealistic.

Core mechanic: This is an endless survival/distance run. Starting a run resets score and distance, sets speed to 135 KM/H, nitro to 100%, centers the player, and populates repeating traffic. The player automatically cruises toward 150 KM/H when no speed input is held. W or Up Arrow, or the on-screen plus/gas button, accelerates toward a maximum normal speed of 240 KM/H. S or Down Arrow, or the minus/brake button, slows toward 70 KM/H. A/D or Left/Right Arrow, or the corresponding touch arrows, changes target lane in half-lane steps, clamped between left and right; the car smoothly interpolates to the target lane. Space or the BOOST button activates nitro while held: speed accelerates toward a maximum of 280 KM/H and nitro drains at 28 percentage points per second, stopping when empty. When not boosting, nitro recharges at 8 points per second up to 100. At speed above 230 KM/H, display a glowing “OVERDRIVE” label near the top of the playfield. Score equals the integer distance traveled; show SCORE, SPEED with “KM/H,” and NITRO with “%” in the HUD using cyan values, hot pink labels, dark translucent boxes, and cyan left borders.

Traffic and collision: Spawn blocky neon traffic cars ahead in the three main lanes. Use varied dark palettes (blue, purple, green, maroon) with pink/red lights and small cyan details. Traffic cars approach based on the player’s speed versus their individual speeds (roughly 88–122), and recycle far ahead after passing. Usually place one or two vehicles in a row, with rows spaced along the highway. Scale and position them by perspective so they grow as they approach. If a traffic car reaches the player’s collision range and is in nearly the same lane (lane difference less than about one third), trigger a crash immediately: briefly shake the view, stop gameplay, set status to CRASHED, and show the run-terminated overlay with the integer distance covered. There are no weapons, laps, lives, opponents to race, or finish line; the goal is simply to dodge traffic and survive as long as possible.

Implement keyboard and touch/pointer controls, prevent arrow/space scrolling, and keep the run continuously animated with requestAnimationFrame. Preserve the strongly contrasting neon cyan, magenta, yellow, and dark navy palette and the monospaced arcade HUD shown in the reference.

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