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Arcade › Drift Heat
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 Drift Heat yet. Play it, then tell Oleg Sidorkin what you would add next.
Drift Heat 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 Drift Heat 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 playable browser game titled “Drift Heat,” a 3D top-down orthographic arcade driving/chase game. Use a dark minimalist voxel/low-poly visual style and a follow camera that looks down from above at the player on a large open square paved arena. The arena is approximately 82 by 82 world units, bounded on all four sides by low dark rectangular barriers. Cover the ground with a repeating pixelated checker/grid-like asphalt texture in charcoal gray, using crisp nearest-neighbor filtering. Add a few translucent cyan-blue circular ring spotlight zones on the pavement, including one around the center and others toward the corners/route areas, with subtle animated rotation/pulsing opacity. Light the scene brightly with cool ambient and directional shadows, against a very dark navy-black background with mild distance fog. The player is a bright yellow, boxy low-poly car near the center. Build it from simple rectangular geometry: a yellow rectangular body, raised pale-yellow cabin, and a small dark front detail. The car continuously drives forward at roughly constant speed and is steered by drifting rather than direct acceleration: holding left makes it curve left, holding right makes it curve right, and releasing returns it toward straight travel. Rotate the car to follow its velocity/heading, with a slight body lean while drifting. Leave paired small black tire-skid marks behind the car whenever it is turning/drifting at speed; retain a long but capped trail of marks on the pavement. Spawn five white police cars with blue details around the arena. They are simple boxy low-poly cars with white bodies, blue raised cabins/details, and dark/blue front markings. Each police car continuously seeks the yellow player, with slight sinusoidal sideways weaving, and becomes somewhat faster as the player’s meter score increases. Police cars should collide with the gray rock obstacles and each other in a simple separation/bounce fashion. Place four large angular/blocky gray voxel boulder obstacles around the arena, and make both the player and police cars push/bounce away from them. Keep all vehicles inside the arena boundaries. The objective is to survive and evade the police for as long as possible. Increase a distance meter continuously based on movement speed, and add a bonus when the player reaches a randomly selected roaming target point. The target should be a random point within the arena; when the player gets close, relocate it and award a small score bonus. Show a large yellow directional arrow in the HUD pointing toward the current target. Contact with a police car ends the run, except for a short approximately 3.5-second start grace period. On game over, change the status to “BUSTED” and reveal a centered Restart button. Restart resets the player, cops, target, score, skid marks, and grace period; keyboard R also restarts. HUD: overlay the game with a fixed dark translucent top bar. On the left show the yellow monospace title badge “DRIFT HEAT”; in the center show a large white distance readout such as “745M”; on the right show a cyan status, initially “GET READY” briefly and then “EVADING.” Place a large yellow arrow below the top bar, rotated toward the target. Near the bottom center show the dark translucent instruction strip: “A/D or ◀/▶ to drift · dodge cops · R restarts”. At the bottom provide two large yellow rectangular touch buttons with black left and right triangle icons for mobile steering. Keyboard controls are A or Left Arrow to drift left, D or Right Arrow to drift right, and R to restart. Make the touch buttons work with pointer/touch press and release. Use a responsive full-screen layout with a monospaced arcade font, crisp borders, drop shadows, and yellow/cyan/white accents. Expose game state hooks if supported: getGameState should report player position/velocity/heading/drift, police positions, score/best score, target, game-over/paused state, and skid-mark count; setGameState should allow changing player position/velocity/heading, score, game-over, and paused state.