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Arcade › Dune Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Deepak Prajapati built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dune Drift yet. Play it, then tell Deepak Prajapati what you would add next.
Dune Drift was built by Deepak Prajapati 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 Dune 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.
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 low-poly 3D arcade kart racer titled “Dune Drift,” viewed from a third-person chase camera behind and slightly above the kart. Use a warm stylized desert setting: a large flat golden-orange sand ground, an oval/circular dark brown dirt track made from many slightly overlapping low-poly slabs, pale alternating lane-edge markers around the inside/middle edge, scattered blocky rocks, and several simple green saguaro cacti around the outside. Use strong warm sunlight, soft shadows, atmospheric fog, and a sunset-like palette of sand, brown, cream, red, cyan, and orange. The player drives a compact toy-like red kart on the track. Model it from simple boxes and cylinders: a red rectangular body, cyan/blue front nose panel, black raised seat, four black wheels, and a cream/white rear spoiler. Place the kart initially at the front/start area of the track. Build a red start gate with two vertical posts and a blue horizontal top, plus a small alternating black-and-white start grid on the ground. The course is a roughly circular loop with a broad track width, and the kart follows the loop automatically while the player controls lateral movement across the track. The kart has acceleration and friction: holding W or Up increases speed, while the kart gradually slows when acceleration is not held; clamp normal speed to a moderate maximum. A and D or Left and Right steer laterally. Steering should move the kart toward the inside/outside of the loop with smoothing and limit it so it stays within the track. Tilt/rotate the kart subtly in the steering direction and keep the camera smoothly following from behind, looking at the kart. Include keyboard support for WASD and arrow keys, with Space as the drift control. Implement the central drift-boost mechanic exactly as follows: holding Space while steering left or right enters a drift and gradually fills a drift charge meter; releasing Space after charging enough triggers a temporary speed boost and awards score based on the charge. The boost briefly increases acceleration/speed, and the charge meter is shown in the HUD. Space without steering should not count as a drift. The race lasts three laps; track progress increments as the kart completes loops. When three laps are completed, stop the kart/gameplay and show a centered “FINISH!” message with the final score and “Press R to race again.” R resets the race, kart position, speed, laps, boost, charge, score, and finish state. Add a fixed translucent dark HUD overlay with rounded corners. At top-left show the gold title “DUNE DRIFT,” then live text such as “Lap 1/3 · Speed 0 · Score 0,” and a horizontal rounded drift/boost bar that fills with a yellow-to-orange gradient while charging or boosting. At top-right show “WASD / Arrows steer” and “Space = drift boost.” On startup briefly show a centered title message “DUNE DRIFT” with “Hold Space while steering, then release for a boost.” Make the layout responsive for mobile portrait screens. On touch devices, display large translucent rounded buttons along the bottom: left and right arrow buttons grouped on the lower-left and a “DRIFT” button on the lower-right. These buttons must work as hold controls for steering and drifting. Hide the touch controls on wider desktop screens. Keep the visual style clean, chunky, low-poly, and arcade-like, with no extra enemies, collectibles, weapons, or obstacles on the track beyond the scenery, markers, and start gate.