Appearance
Arcade › Drift Cup
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oliver Pratt built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Drift Cup yet. Play it, then tell Oliver Pratt what you would add next.
Drift Cup was built by Oliver Pratt 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 Drift Cup 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 browser-playable 2D top-down arcade kart racer titled "Drift Cup". Use a full-screen responsive canvas with a colorful, playful vector/cartoon style. The world background is a diagonal green-to-teal gradient with scattered low-opacity confetti-like colored dashes. The track is a large horizontal oval loop centered in the world: dark charcoal road between an outer ellipse about 560x350 and an inner ellipse about 300x150, with a white outline, red-and-white curb-like edge lines, and many faint radial lane/texture lines across the road. Place a black-and-white checkered vertical finish line at the bottom-center of the oval and label it FINISH in white. The camera should smoothly follow the player kart, while the track and karts are rendered in world coordinates; scale the whole world responsively to fit the viewport. Start on a centered translucent navy/teal rounded selection panel with a white border and shadow. Show the large title "Drift Cup" and the instruction text: "Pick a racer, then complete 3 laps before the AI karts. Arrow keys / WASD drive. Hold Space to drift, release for a boost." Offer three selectable racer cards in a row on desktop and a vertical scrollable layout on narrow/mobile screens. The selected card has a bright yellow border and soft yellow highlight. Each card shows a simple colored kart preview with dark wheels and a small driver head, racer name, description, and three yellow stat bars labeled Speed, Handling, and Drift. The exact selectable racers are: Blaze Bunny, red/pink body, pale yellow accent, peach skin, stats speed 1.00, handling 1.08, drift 1.05, description "Balanced kart with sharp turns."; Turbo Duck, green body, pale yellow accent, yellow skin, stats speed 1.10, handling 0.92, drift 0.95, description "Fast on straights, wide in turns."; Violet Fox, purple body, cyan accent, pink skin, stats speed 0.95, handling 1.00, drift 1.25, description "Best drift boosts out of corners." Add a large gold pill-shaped "Start Race" button with dark text and a darker gold pressed shadow. When the race starts, spawn four karts on the bottom section of the oval in a small staggered grid. The player is the selected racer and the three AI opponents are Sunny Bot (orange/white), Mint Bot (mint/cyan with dark accent), and Cherry Bot (pink with yellow accent). Karts are compact top-down cartoon vehicles: colored rounded rectangular body, two dark side wheels, a contrasting small upper panel, a circular driver head, and a light rear stripe. Orient each kart along the track. Draw a floating label above each kart: "YOU" in yellow for the player and the first name (Sunny, Mint, or Cherry) in white for AI. Race rules: the player must complete exactly 3 laps before the AI. Show a roughly 2.2-second start overlay sequence in the center, changing from READY to SET to GO!, with a translucent dark screen tint, huge pale-yellow outlined text, and no vehicle movement until it ends. The race timer starts while the race state is active. At the top-left, show a translucent dark rounded HUD panel reading "Lap 1/3" and "Position 1/4" (update dynamically). At top-right show "Time 0:00.00" and a three-segment boost indicator using filled/empty block characters (▱▱▱, ▰▱▱, ▰▰▱, ▰▰▰) based on drift charge. In the bottom-right, show a small translucent minimap panel with a white oval track outline and colored dots for all four racers; the player dot is yellow. Desktop controls: Arrow keys or WASD drive. Up/W accelerates, Down/S brakes/reverses, Left/A and Right/D steer. Space is a hold-to-drift button. Acceleration raises speed toward a maximum of about 300 times the racer's speed stat; braking reduces speed, and releasing the throttle applies gradual friction. Steering turns the kart only while moving, with turn rate affected by handling; reverse steering is inverted naturally by the negative speed. Holding drift while moving above a moderate speed makes steering about 1.75x stronger and fills drift charge gradually according to the racer's Drift stat. If a steering direction is held while drifting, leave short black skid-mark rectangles behind the kart, fading quickly. Release Space after enough charge (over about 24%) to consume the drift state and grant a temporary speed boost, with boost strength based on charge and Drift stat; show a cyan flame/trail behind the kart while boost remains. The boost raises the temporary max speed and decays over time. Keep the player constrained to the road: if moving off the oval track, slow sharply and only allow a fraction of the attempted movement. AI karts autonomously follow a fixed sequence of visible-track waypoints around the oval, steer toward their current waypoint, slow for sharp turns, and maintain speeds based on their individual speed/handling stats. Track progress is measured around the oval and positions are sorted by total lap progress. Detect a lap when a racer crosses from the upper-progress section back through the start/finish area. Finish a racer after lap 3. If an AI finishes before the player, immediately show the loss result. If the player finishes first, show a result panel with title "🏁 First Place!" and text like "You won the cup in 0:00.00! Tap Race Again to try another kart." Otherwise show "Race Lost" with text indicating the finishing position or that an opponent finished first. The result panel uses the same centered navy/teal rounded styling and a gold "Race Again" button; Race Again returns to the racer selection screen. Preserve the bright, friendly arcade presentation, rounded UI, responsive mobile layout, and touch support. On narrow/mobile screens, display on-screen touch controls over the canvas: left and right arrow buttons at lower-left, up above them, down below them, and a large circular gold "DRIFT" button at lower-right. Touch buttons should act like held keyboard controls via pointer down/up/cancel/leave, and the selection cards should become compact stacked cards. Make the entire game fit a viewport without page scrolling.