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Arcade › Danger Loop
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.
Nobody has said anything about Danger Loop yet. Play it, then tell Oleg Sidorkin what you would add next.
Danger Loop 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 Danger Loop 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 “Danger Loop,” a browser-playable 2.5D/3D side-view motorcycle stunt-racing game rendered in Three.js. Keep gameplay constrained to a 2D vertical plane, with an orthographic side-tracking camera and a dark industrial factory setting. The camera should follow the motorcycle horizontally with a slight forward lead and vertically track its height; use a charcoal background, subtle fog, strong warm overhead factory lighting, shadows, and a mostly black/gray metal palette accented by hazard yellow, red, blue, and cyan electricity. The player controls a small physics-based dirt bike with two black wheels, a red frame and fuel tank, dark seat, metal fork/swingarm, and a simplified rider with a blue jacket and peach-colored head. Represent the bike as a rigid body with position, velocity, rotation angle, angular velocity, gravity, wheel collisions, friction, and a speed cap. Both wheels should be able to contact the course; the player must keep the bike balanced and avoid landing upside down or with excessive angular velocity. The bike starts on a straight catwalk near x=-7.5, with a short countdown of about 3 seconds before movement begins. Acceleration drives along contacted track tangents; braking applies reverse drive and a small rotational effect. Leaning back rotates counter-clockwise, while leaning forward rotates clockwise. Shift spends a regenerating boost resource only while accelerating, substantially increasing drive force. Falling below the pit level, touching electrical hazard trigger zones, landing upside down at speed, or making a hard landing crashes the run and displays a restart prompt. Build one continuous industrial stunt course from left to right with visible chunky metal platforms, thin rails, and dark scaffold supports: a starting catwalk from approximately x=-10 to 7; an upward launch ramp to an upper narrow girder; a drop ramp; a loop approach; a complete vertical circular loop centered around x=44, y=5.55 with radius about 5; a narrow loop-exit girder; an elevated electric hazard bridge; a steep mega-jump takeoff; a long airborne gap with a landing platform; an upward finish ramp and elevated finish deck ending around x=128. Include a very dark pit floor far below the course. The loop should be a prominent circular metal ring with alternating dark and yellow plate details. Add yellow-and-black diagonal striped hazard barriers near the upper girder, electric bridge, long jump, and finish approach. Add glowing cyan rotating electric coil/arc decorations near the electric bridge and in the jump pit; these hazards are visually emissive and trigger a crash when the bike enters their circular danger radius. Add a yellow finish gate with two towers and a crossbar at the far right. Scatter factory pipe/machine silhouettes or imported low-poly industrial pipe assets in the deep background. Use a HUD over the 3D scene: top-left show “START IN n” during countdown and then a digital elapsed lap timer formatted mm:ss.mmm; top-center show a bordered boost meter with a yellow-to-cyan gradient fill and five lightning icons; top-right show level/position text “#7”; place a Restart button beneath/right of the level. During countdown show a large centered number, and on crash show messages such as “CRASHED: fell into the pit,” “CRASHED: electrical hazard,” “CRASHED: upside down,” or “CRASHED: hard landing,” followed by “Press R or Restart.” On reaching the finish x position, stop gameplay and show “FINISH! mm:ss.mmm” with “Restart to beat it.” At the bottom provide mobile touch controls: LEAN left and LEAN right on the lower left, and BRAKE, BOOST, GAS on the lower right. Also show a small desktop hint near the bottom center: “W/↑ accelerate · S/↓ brake · A/D or ←/→ lean · Shift boost · R restart.” Style HUD buttons as dark translucent panels with bright yellow borders, cream text, and a gold lower shadow; make the layout responsive for portrait/mobile screens. Implement keyboard controls W/ArrowUp accelerate, S/ArrowDown brake/reverse, A/ArrowLeft lean back, D/ArrowRight lean forward, Shift boost, and R restart. Mobile buttons should mirror these actions using pointer/touch press and release. Include restart behavior that resets the bike, timer, boost, crash/finish state, and countdown. The overall experience should feel like a precise, difficult arcade stunt course where speed, wheel contact, balance, and boost timing are required to complete the loop, hazards, and long jump.