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Arcade › Cycle Sprint

Cycle Sprint

  • 3d
  • endless
  • racing
  • cycling
  • arcade
  • mobile
  • portrait
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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. Manish Mukhya built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cycle Sprint yet. Play it, then tell Manish Mukhya what you would add next.

Make your own game

Cycle Sprint was built by Manish Mukhya 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 Cycle Sprint 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 Cycle Sprint

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 portrait-friendly 3D endless arcade cycling game titled “Cycle Sprint.” Use Three.js or an equivalent real-time 3D engine with a third-person chase camera behind and slightly above a stylized bicycle rider. The camera looks down a long straight road and gently follows the rider’s horizontal movement; keep the road vanishing toward the horizon. Render a light sky-blue background with atmospheric fog, green grass strips on both sides, and a dark charcoal road with pale yellow solid edge lines and two dashed yellow lane-divider lines, making three lanes. Use soft shadows, bright daylight, simple low-poly/stylized materials, and a clean mobile-game presentation.

The player is a small assembled bicycle centered near the bottom of the view. Model two black torus wheels with small red hubs and a red bicycle frame, plus black handlebar/fork pieces. Put a simplified rider on it: a peach-colored spherical head and a blue shirt/body. The bike rides forward automatically; the world/road perspective and incoming objects communicate motion. The player can occupy exactly three horizontal lanes, approximately left, center, and right, and smoothly interpolates toward the selected lane with a slight lean while changing lanes. Do not add jumping, steering along the road, weapons, or other movement mechanics.

Continuously spawn red racing barriers ahead in random lanes, initially far down the road, and move them toward the rider. A collision occurs when a barrier reaches the rider’s z-range and is horizontally close to the bicycle (roughly within one lane width). On collision, immediately end the run; there are no lives or health points. Remove barriers that pass behind the camera. As the run continues, increase the forward speed gradually with distance. The player’s distance increases with travel and the score is distance multiplied by two and rounded down. Display current distance in meters, score, and speed in km/h; the implementation’s base speed begins around 9 internal units and the HUD speed is approximately speed × 10, with gradual scaling up over time.

Include a boost mechanic. Holding the Space key gradually fills/uses a boost value, and pressing the on-screen BOOST button adds a burst amount; while boost remains active, temporarily add about 7 units to movement speed, consuming the boost over time. The orange BOOST button should be large and prominent at the bottom-right. Put two large dark translucent rounded buttons at the bottom-left: a left arrow (◀) and right arrow (▶). Support both those touch/pointer buttons and keyboard controls: Arrow Left or A moves one lane left, Arrow Right or D moves one lane right, and Space activates boost. Prevent lane selection from going beyond the outer lanes.

Build a HUD over the 3D canvas. At the upper left, show a dark navy translucent rounded card with a thin light border and bright lime uppercase title text “CYCLE SPRINT.” At the upper right, show a matching dark card with three columns labeled in Hindi: “दूरी” (distance), “स्कोर” (score), and “गति” (speed), with large white values such as “2 m”, “5”, and “90 km/h.” Near the top center, show the Hindi instruction line “तीर या A/D से लेन बदलो · स्पेस से बूस्ट” in bold white text with a dark shadow. Keep the HUD readable over the sky and use a responsive layout for narrow portrait screens.

Add roadside/environment dressing as visible assets when available: occasional pine trees on both sides of the road and green racing banner towers near the roadside, moving toward the camera with the road flow and recycling behind the player. These should remain secondary to the road and obstacles. Use fog so distant road details fade into the blue horizon. The game begins running immediately with the bicycle centered and the HUD populated. When a barrier is hit, show a full-screen semi-transparent dark overlay and a centered dark rounded panel with Hindi game-over text “रेस खत्म!”, a summary such as “दूरी [distance] m · स्कोर [score],” and a green “फिर से खेलो” button. Pressing/tapping that button must clear all obstacles, reset the bicycle to the center lane, restore starting speed/distance/score/boost, hide the overlay, and start a fresh run.

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