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Domi Drift

  • 3d
  • third-person
  • sci-fi
  • collectathon
  • arcade
  • mobile-friendly
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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. Klaudia Bełdzikowska built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Domi Drift yet. Play it, then tell Klaudia Bełdzikowska what you would add next.

Make your own game

Domi Drift was built by Klaudia Bełdzikowska 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 Domi Drift 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 Domi Drift

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-based 3D third-person arena game titled “Domi Drift.” Use Three.js-style rendering with a dark sci-fi visual treatment. The scene is a square 28-by-28 arena with a dark blue-gray floor, subtle cyan-blue grid lines spaced across it, deep navy background (#07101a), fog fading toward the edges, soft shadows, and cool cyan lighting. Add simple modular sci-fi corridor structures around the perimeter (north, west, and east sides) and a few cable props on the floor, matching the industrial space-station setting; these are environmental decoration rather than complex obstacles.

The player is a small stylized robot/character named Domi, initially positioned near the south side of the arena at approximately (0, 0.65, 8). Build it from simple shapes: a glowing orange-yellow capsule-like body, a cyan glowing visor on the front, and a thin golden ring hovering/rotating around its feet. Give it a third-person camera that follows from behind and above, with an approximately 58-degree perspective view. Movement should use WASD or arrow keys, with a touch joystick on touch devices, at about 5.4 movement speed. Support normal third-person movement and jumping/vertical physics as supplied by the control system (jump speed about 7, gravity about -22, slope limit about 35 degrees). Keep the player within the playable arena.

Place exactly six collectible signal cores at these world positions: (-7, 5), (7, 3), (-6, -4), (5, -6), (0, -2), and (8, -8). Each core floats at roughly y=0.85, slowly bobs up and down, rotates, and is visibly made from a bright cyan glowing octahedral crystal with a thin cyan halo ring. When Domi comes within about 1.15 units, collect it, hide it, and increment the counter. The objective is to collect all six cores; after the sixth is collected, end the game and change the HUD message to “SHIFT COMPLETE — you made it out.”

Add exactly five hostile security drones. Make them compact floating pink/magenta faceted orbs with a small yellow eye, positioned initially at y≈0.8 and with x/z locations following the code’s arrangement: for i=0..4, x=(i is odd ? 1 : -1)*(3+i*0.7), z=-1+i*2.5. They bob slightly, spin, and are initially alive with one hit point. When within 6 units of the player they drift/chase toward Domi at approximately 0.75 + i*0.06 speed. If a drone gets within about 1.05 units, push Domi away slightly; do not invent a health or lives system. The player can zap a nearby drone by clicking/tapping the screen (and use the same input on mobile): find the closest alive drone within 3.2 units, destroy it instantly, hide it, and use a short 0.32-second zap cooldown. There is no projectile or visible weapon required; a brief orange player-body flash is enough feedback. Clicking outside the range should do nothing.

Implement a minimal HUD over the game. In the upper-left, show a translucent very dark panel with rounded corners, thin cyan border, and shadow/blur. Display the cyan uppercase title “DOMI DRIFT” and below it “Collect the signal cores: 0 / 6,” updating the number as cores are collected. At the bottom center, show a pill-shaped translucent dark instruction panel reading “WASD / arrows or touch joystick · click / tap to zap a drone.” Before play starts, place a large centered rounded cyan button reading “START THE SHIFT” in bold dark text. The button hides when clicked and enables gameplay; before starting, the scene may remain visible but the character and decorative ring should only idle. Use responsive styling for portrait mobile screens: viewport-filling canvas, no page scrolling, compact HUD, and a touch-friendly joystick supplied by the control system. Use a dark navy, cyan, orange, yellow, and magenta palette with emissive neon accents. Do not add extra levels, score, ammo, lives, timers, menus, or gameplay systems beyond this single arena, six-core collection goal, drone-zap interaction, and completion message.

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