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Arcade › Drift Yard
Click the game above and it runs right here in your browser. No download, no installer, no account needed. John Fork built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Drift Yard yet. Play it, then tell John Fork what you would add next.
Drift Yard was built by John Fork 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 Yard 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 mobile-friendly top-down 3D arcade driving game titled “DRIFT YARD.” Use a dark low-poly Three.js-style presentation with a perspective follow camera looking down from above and slightly behind the player car, smoothly tracking it. The play area is a large open square asphalt drift yard, about 86 by 86 world units, colored dark blue-gray with a subtle foggy dark background. Add a visible lot grid across the asphalt using thin blue-gray lines. Paint a thick yellow circular drift ring centered in the yard, with 16 pale lane dashes arranged around a larger radius outside the ring. Place four translucent cyan bonus gates around the ring at diagonal positions; they should be flat glowing strips on the ground. The player is a small stylized low-poly orange/red race car with dark wheels, gray bumpers/details, and visible shadows. Start it near the center, initially stationary and facing toward the upper part of the screen. Drive with arcade physics: W or Up accelerates, S or Down brakes/reverses, and A/D or Left/Right steer. The car should build velocity in its facing direction, turn while moving, and lose some traction when steering hard or braking so its lateral velocity produces a controllable drift. Cap the speed, apply mild drag, and keep the car inside the yard; hitting the edge should bounce it back and break its combo. Scatter hazards throughout the yard: a perimeter of orange traffic cones around the outer area, black tire barriers and occasional orange barrel-like cylindrical barriers around the boundary, plus several loose black tires inside the yard. Give obstacles simple collision radii. On collision, push the car away, reduce velocity, clear the active drift points, reset the combo to x1, and show a temporary “COMBO LOST” message. Do not add enemies or laps. The core goal is to earn points by sustaining slides. When moving above roughly 4.5 speed, calculate the drift angle from the ratio of lateral to forward velocity; a drift is active above about 12 degrees with meaningful lateral speed. While drifting, continuously accumulate points based on drift angle and speed multiplied by the current combo, and gradually increase the combo up to x8. When the player straightens out or stops drifting, bank the accumulated drift points into the score if the run is worthwhile, then reduce the combo rather than fully resetting it. While actively drifting through a cyan bonus gate, award a large bonus, increase the combo, briefly show “GATE BONUS,” and play a short scoring click sound. Show “DRIFT!” during an active slide. Leave fading black skid-mark planes behind the car while moving quickly with lateral slip; they should fade out after several seconds and be capped so the scene does not fill indefinitely. Build a fixed HUD over the game. At top left display the yellow title “DRIFT YARD,” a large white numeric score, and rounded dark translucent statistic pills labeled “Combo x1.0,” “Drift 0°,” “Speed 0,” and “Best 0.” Update combo, drift angle, speed, score, and best score live; speed is displayed as a readable arcade value based on the car velocity. Store the best banked score locally. At upper right on desktop, show the instructions “W/↑ accelerate · S/↓ brake · A/D steer” and “Hold a slide without hitting tires to bank points.” Use bold condensed/arcade title lettering, white UI text, dark translucent rounded panels, subtle shadows, and a cyan temporary center-top event message. For touch devices, show controls over the lower screen: a large translucent circular steering joystick at bottom left with a yellow knob, a cyan translucent circular GAS button at bottom right, and a smaller red/orange translucent BRAKE button just left of it. The joystick controls steering and can provide throttle when pushed upward; holding GAS accelerates and holding BRAKE slows/reverses. Hide the desktop instruction text on coarse-pointer devices. Keep the game full-screen, portrait-friendly, with touch-action disabled and responsive camera/HUD sizing. Use soft sky/ground hemisphere lighting plus a strong directional late-afternoon light with shadows, giving the car and obstacles readable low-poly shading.