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Arcade › Desert Kart
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jamie Redpath built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Desert Kart yet. Play it, then tell Jamie Redpath what you would add next.
Desert Kart was built by Jamie Redpath 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 Desert Kart 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 a simple third-person 3D arcade kart racing game titled “Desert Kart.” Render a low-poly desert scene in Three.js (or an equivalent real-time 3D engine) with a sky-blue background, warm tan sand ground, soft fog, ambient light, and a bright warm directional sun casting shadows. The camera should follow behind and above the player kart at roughly 13 units back and 6.5 units high, smoothly interpolating as the kart moves, and look toward the kart from slightly above. Use a wide perspective view so the oval track and desert props are visible. Build one oval racing circuit centered on the origin, approximately 36 units wide in its x radius and 23 units deep in its z radius. The road is a dark brown, approximately 7 units wide, formed as a continuous ribbon around the oval, with slightly raised dark-brown low curb/barrier strips along both edges. Add a white rectangular start/finish line across the road near the right/east side of the oval. Surround the circuit with a large flat tan desert plane. Place low-poly desert scenery around the outer perimeter: fourteen randomly varied cactus and rock props, with short and tall cacti and irregular rocks, plus a few small rocks inside the oval and scattered sand-texture tiles outside the track. These props should cast and receive shadows. Use Kenney-style low-poly GLB assets if available: a small kart, short/tall cactus, cliff-block rock, and a desert sand tile. The player is a single small low-poly kart, initially positioned near the east side of the start line at approximately (36, 0, -0.5), with no AI opponents, weapons, collectibles, lives, or menus. The kart faces along the track and rotates visually with its heading. Driving is physics-like but arcade-oriented: W or Up accelerates with about 19 units/sec² up to a normal maximum speed of 26 units/sec (display speed in km/h by multiplying the internal speed by 3.6); S or Down applies reverse/braking, allowing down to about -6 units/sec; with no throttle, gradually apply rolling friction. A and Left steer one direction, while D and Right steer the other. Steering changes the heading only while moving, with a normal steering rate around 2.4 and a stronger rate around 3.1 while drifting. Keep the kart’s movement aligned to its heading, using sin(heading) for x movement and cos(heading) for z movement. If it leaves the approximate oval track band (normalized elliptical radius less than 0.68 or greater than 1.32), heavily slow it down. Implement a drift-and-boost mechanic: when traveling faster than 9 units/sec and holding a hard turn, show the kart as drifting and tilt/roll its model slightly toward the turn. Display a “DRIFTING” indicator in yellow in the HUD. Track drift duration; when the player releases the hard turn after drifting for more than 0.25 seconds, grant approximately 1.9 seconds of boost and raise the velocity to at least 18 units/sec. During boost, increase the speed cap from 26 to 35 units/sec. Emit small tan dust particles behind and slightly to the sides of the kart while drifting or boosting; particles should rise, move backward, shrink, and disappear after about 0.7 seconds. Track laps using four invisible checkpoint locations around the oval at the east, south, west, and north positions. The player must pass the current checkpoint within roughly 7.5 units while moving faster than 4 units/sec; advance to the next checkpoint, and when all four are completed, increment the lap count. The HUD should initially show Lap: 1 (the underlying completed-lap counter starts at zero and displays laps plus one). Do not add a finish screen; the game is an endlessly repeatable lap-driving sandbox. Add a fixed HUD at the upper-left in white text with a dark text shadow: a large bold speed readout such as “0 km/h,” then “Lap: 1,” then an elapsed race timer starting at “0:00” and counting upward in minutes and zero-padded seconds. Under it, show a dark translucent boost bar about 140 by 10 pixels with a yellow fill representing the remaining boost time. Only show the yellow “DRIFTING” label while drifting. Add mobile/touch controls fixed along the bottom: on the lower-left, two translucent white outlined rounded-square buttons with left and right triangle icons for steering; on the lower-right, vertically stacked matching buttons with up and down triangle icons for acceleration and braking/reverse. Buttons should prevent scrolling and support press-and-hold. Keyboard controls must also work: WASD and arrow keys drive, and R resets the kart, heading, speed, boost, drift state, lap/checkpoint progress, and timer to the starting position. Keep the visual style minimal, low-poly, warm desert colors, simple lighting, visible shadows, and no extra gameplay systems beyond what is described.