Arcade › Dust Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. sas S built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dust Circuit yet. Play it, then tell sas S what you would add next.
Dust Circuit was built by sas S 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 Dust Circuit 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-based 3D arcade racing game titled “Dust Circuit.” Use a third-person chase camera behind and slightly above the player’s small stylized low-poly red/orange race car, looking toward the car and the oval track ahead. The camera should smoothly follow the player and face the car’s current heading; begin with the player near the front/start area of the track, facing forward. Build the scene in Three.js or an equivalent real-time 3D engine with a warm, minimalist desert palette: pale golden-yellow sky/background with matching fog, a large sandy ground plane, strong warm sunlight and soft shadows, and a dark brown/near-black broad oval road. The oval road should be a flat ring with an inner cutout, enclosing a raised sandy center island; use a wide ellipse rather than a straight circuit. Add repeated pale yellow dashed lane markers around the inner/track area and a short checkerboard start line made from alternating cream and dark brown square tiles near the front of the oval. Place desert cactus props around the outside of the circuit and two tall finish/banner towers near the start line, one green on the left and one orange/red on the right. The player car is controlled with WASD or arrow keys: up/W accelerates, down/S brakes/reverses, left/right or A/D steer, and Space is a drift modifier. Give the car acceleration, braking, friction, a capped forward/reverse speed, and heading-based movement. Steering should turn more noticeably at speed. When Space is held while steering and the car is moving sufficiently fast, build a drift amount; releasing the drift converts that amount into a temporary boost, shown as a horizontal “DRIFT BOOST” meter at the bottom center. The boost should briefly increase effective speed and drain over time. If the car leaves the oval road boundaries, slow it down and gently pull/dampen it back toward the course. Do not add weapons, jumps, pickups, collisions, health, or combat. Add two simple rival cars, one green and one orange, that continuously follow looping oval paths around the circuit. They should visibly move around the track, but the HUD’s position display should initially show “1st”; match the simple arcade behavior rather than implementing complex opponent AI or collision physics. Render all cars and props with shadows and a chunky, clean low-poly toy-like style. Use red/orange for the player, green for one rival, and orange for the other. Keep the broad oval track and cars framed clearly in the warm desert environment. Overlay a fixed HUD in cream/yellow text with dark brown translucent rounded panels and a subtle shadow. At top left show the title “DUST CIRCUIT,” “LAP 1/3” initially, and a running “TIME 0:00.0.” At top right show “SPEED 0” initially and “POSITION 1st.” Speed should update from the car’s velocity, time should count upward, and the drift/boost bar should fill according to the current drift or stored boost. Centered near the top, display the instruction: “WASD / arrows to drive · hold SPACE while turning to drift · release for a boost”. On touch-sized screens, hide the keyboard hint or retain it as appropriate and provide translucent circular on-screen controls: up, left, down, and right arrow buttons clustered at the lower right, plus a rounded “DRIFT” button above them; pressing these buttons should map to the same controls. On desktop, hide the mobile controls. Make the layout responsive and prevent page scrolling.