Skip to content

Arcade › Dino Circuit

Dino Circuit

  • 3d
  • endless-runner
  • arcade
  • voxel
  • dinosaur
  • kart-racer
  • mobile-friendly
0
Remix it Discord

5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dustin Freeman built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dino Circuit yet. Play it, then tell Dustin Freeman what you would add next.

Make your own game

Dino Circuit was built by Dustin Freeman 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 Dino Circuit 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 Dino Circuit

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 browser-playable 3D endless auto-runner called “Dino Circuit.” Use Three.js or an equivalent real-time 3D engine with a pixelated/low-resolution render treatment: render at reduced resolution, upscale to the viewport, keep crisp voxel-like silhouettes, and use flat-shaded boxy geometry. The default camera should be a close-to-original Chrome Dino side view: the track runs into depth toward the center-left, the player is shown in profile from the right side, with a long look-ahead. Also provide two alternate camera perspectives selectable during play: a nearer track camera and a higher camera. The setting is a colorful kart-racer-like course with a dark navy track, pale lane stripes, raised dark track edges, saturated sky/fog, a glowing sun orb, dynamic lighting, shadows, and biome scenery along both sides.

The player is a readable metallic/chrome voxel dinosaur assembled from blocky meshes: large rectangular torso and belly, neck, head, snout, jaw, one visible dark eye and cyan visor, cyan chest stripe, segmented tail with glowing tip, small arms, articulated legs with cyan feet, and small cyan back plates. It automatically runs forward at a fixed normal speed of about 28 units per second. The player moves laterally across a track about 15.6 units wide using acceleration and inertia, constrained to the track edges. The dinosaur has three lives. A collision removes one life, subtracts 40 score, briefly grants invulnerability, and creates a small colored particle burst. Losing all lives ends the run and shows a run-over overlay with distance and score.

Controls: A/D or Left/Right Arrow steer; Space, W, or Up Arrow jump; S, Down Arrow, or Shift slide; C cycles the camera; R restarts after game over. On mobile, show large touch controls at the bottom: left and right arrow buttons plus JUMP and SLIDE buttons. Jump from the ground with vertical velocity, and while airborne near either side wall, pressing jump again performs a wall jump: launch upward and away from that wall. Sliding is ground-only, lasts about 0.7 seconds, lowers the dinosaur’s collision height, scales its body shorter and wider, and is required under some overhead gates. Animate running legs, arms, tail, tilt while steering, and airborne/slide poses.

The run cycles through four linked biomes, blending their colors over roughly a 90-unit transition: Desert Dash, Jungle Rush, Volcano Run, and Frost Glide, then loop back through the chain. Each biome has a saturated sky, fog, ground, stripe, accent color, and voxel decorations outside the track. Desert has green blocky cacti and sandstone/orange colors; Jungle has blocky trees and green/brown scenery; Volcano has stacked dark rocks with orange accents and red/orange lighting; Frost has blue-white blocky ice crystals and icy lighting. Display the current biome in a centered pill at the top, changing to a “current → next” label during blending.

Spawn hazards in varied patterns ahead of the runner, move them toward the player as distance advances, and remove them after they pass. Use the actual biome hazard sets: Desert Dash uses cactus pillars (jump or steer around), side-to-side sweeping tumbleweeds, sandstone slide arches, low purple scorpion obstacles, and wall-jump gate sections. Jungle Rush uses wide fallen logs, hanging vine gates, low mud bursts, floating spore clouds, and wall-jump gates. Volcano Run uses orange lava bursts, floating/bobbing falling rocks, horizontal flame jump bars, glowing ember wheels, and wall-jump gates. Frost Glide uses icy spike pillars, icicle slide gates, low ice-crack strips, elevated frost rings, and wall-jump gates. Collision rules should reflect the actions: low hazards are avoided by jumping, overhead slide gates by sliding, jump bars by jumping, hanging clouds by being airborne or sliding appropriately, and wall gates by using the side wall jump; otherwise collisions cost a life. Some hazards visibly animate: tumbleweeds sweep and roll, floating rocks bob and rotate, rings rotate, spore clouds rotate, lava pulses, mud pulses, and ember/frost rings spin.

Award 25 points for collecting ordinary floating collectibles. Place them as glowing, rotating voxel diamond/frame shapes with a white cube core, usually around y=1.8 and in varied lateral positions. The score also increases slowly with running time. Add small colored square particle bursts when collectibles are taken. Keep a linked course map HUD near the bottom center showing “Course Link,” a route such as “Desert Dash → Jungle Rush → Volcano Run,” and five compact colored biome nodes with the current node highlighted, the next node emphasized, and later nodes dimmed; fill the link toward the next biome according to current biome progress.

Every biome can enter a boss zone after the runner has progressed through it. During a boss zone, stop ordinary spawning, display a boss label and a three-segment boss health bar, and present a large hovering voxel boss ahead in the scene. The boss names and visual forms are: Desert Dash — Mega Vulture, a warm orange flying dinosaur-like block creature with wing pieces; Jungle Rush — Rumble Trike, a green block creature with wheels; Volcano Run — Magma Ankylosaur, an orange/red block creature with side shell/spike pieces; Frost Glide — Frost Ptero, a pale blue flying block creature with wing pieces. Bosses hover around y=5 and gently bob/rotate/animate wings, wheels, or shells. Boss attacks spawn about every 1.2 seconds and must be dodged: desert throws a rock, jungle sends a green charge obstacle, volcano sends a wide lava wave/jump bar, and frost sends an ice shard. During each boss zone, spawn three elevated glowing weak-point cores, visually larger versions of the collectible frame. Collecting each core gives 120 points, reduces the boss bar by one third, creates particles, and shows a short message. When all three are collected, award 300 points, hide the boss, reset the boss bar, and show a message that the boss was cleared and a biome transition is ahead.

Include a normal Start Run and a faster Challenge Mode on the opening overlay. Normal mode stays at a steady speed of about 28. Challenge mode starts around 30 and, after about 220 distance units outside a boss zone, gradually ramps up to a maximum around 42. The intro screen is a centered dark translucent rounded card with the large condensed/sporty title “DINO CIRCUIT,” descriptive text about a colorful 3D chrome-dino runner, four biome pills with desert/jungle/volcano/frost icons, blue Start Run and orange Challenge Mode buttons, and a control explanation. Keep the game-over card similarly styled, with “RUN OVER” or “CHALLENGE OVER,” final distance/score, a Run Again button, and a Challenge Mode button.

Use a clean responsive HUD over the 3D view: a dark translucent rounded top bar with Distance, Score in cyan, and Lives in green (turn red at one life), plus a right-side Cruise/Challenge label and a horizontal boss/progress bar. Put the biome pill below the top bar, a camera-mode pill/button at upper right, the linked course map near the bottom, and temporary rounded instructional tip messages above the lower controls. Make the interface safe for mobile with viewport/safe-area handling, hide touch controls on wide desktop screens, and preserve the dark navy, cyan, orange, green, and icy accent visual language. Do not add weapons, powerups, multiplayer, braking, or other mechanics beyond this auto-running dodge/jump/slide/wall-jump, collectible, boss-core, biome-transition loop.

More free browser games

Browse the whole Arcade →