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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. Golden Razz built it with Cinevva, so it works on a phone or a tablet too.
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Dune Drift was built by Golden Razz 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 browser-based 3D arcade racing game titled “Dune Drift.” Use Three.js or an equivalent real-time 3D engine with a vertical/mobile-friendly presentation and a third-person chase camera behind and above the player car. The scene is a stylized low-poly desert: a warm orange sand-colored sky/background with matching fog, a flat reddish-orange sand ground, and a dark charcoal-gray closed race track shaped like a broad rectangular/rounded-rectangle ring with a sandy infield. The track should receive soft shadows. Place alternating red-orange and pale cream rectangular curb blocks around the track perimeter, plus a few simple low-poly green saguaro cacti scattered outside the track. At the starting area, add two tall green banner towers and a row of red barriers between/near them. The player is a small stylized orange/yellow open-wheel racing kart with four chunky tires, a long pointed nose, simple body panels, and a rear wing/spoiler. It should cast a soft shadow. Start it near the front/bottom portion of the circuit and automatically drive forward around the closed oval/rectangular circuit. The car follows the circuit while the player shifts its lateral lane position. Keep the camera smoothly following from behind and above the car, looking toward a point just above it; as the car turns, orient it along the track direction. Give the car a slight visible roll while drifting. Core mechanics: the car continuously advances without an acceleration button. Arrow Left/Right or A/D steer left and right across the track; clamp lateral movement so the kart stays within the paved track. Holding Space initiates a drift only while steering, and the on-screen mobile DRIFT button does the same. During a drift, build a drift-charge meter up to a maximum of 1.8 seconds/units and slightly reduce speed. Releasing drift when enough charge has accumulated converts the charge into a short boost. During boost, smoothly raise the car toward high speed, then return it toward normal cruising speed after the boost expires. There are no enemies, weapons, pickups, damage, lives, or collision penalties in the implemented game; the curbs, barriers, banners, and cacti are scenery. The race consists of three laps. Increment the lap counter each time the car completes a circuit; after the third lap, stop movement and show a race-complete overlay with “3 / 3 laps” and a “RACE AGAIN” button that resets the race to lap 1 and the starting position/state. HUD: overlay the game without blocking play. At the upper left show a dark translucent rounded badge labeled “LAP” and a large counter such as “1 / 3.” In the upper center show a dark translucent rounded badge titled “DRIFT BOOST” with a horizontal meter that fills from zero to full in warm orange/yellow as drift charge builds. Center near the top display the title “DUNE DRIFT” and the hint “Arrow keys / WASD to steer · Space to drift.” At upper right show a matching dark badge labeled “SPEED” with a large numeric speed and “km/h”; display the simulated speed converted to the visible range of roughly normal 76 km/h and boosted values around 110 km/h. On narrow/mobile screens, put large dark translucent rounded left and right arrow buttons at the lower left and a large pale golden “DRIFT” button at the lower right; make them pointer/touch hold controls. On wider desktop screens, hide the touch buttons and rely on keyboard controls. Use bold clean sans-serif typography, warm cream/yellow labels, subtle borders, and soft shadows. When the race ends, dim the scene with a translucent overlay and center a dark rounded completion card with the restart button. Maintain the warm desert palette, simple geometric low-poly assets, fog, ambient/hemi lighting, directional sunlight, and soft shadows visible in the supplied game.”,