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Dust Circuit

  • 3d
  • racer
  • arcade
  • kart
  • desert
  • drifting
  • third-person
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Indonesia Server built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dust Circuit yet. Play it, then tell Indonesia Server what you would add next.

Make your own game

Dust Circuit was built by Indonesia Server 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.

Read the build brief for Dust Circuit

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 kart racer titled “Dust Circuit.” Use a third-person chase camera behind and slightly above the player kart, with the camera smoothly following the kart and looking at a point just above it. The world is a stylized low-poly desert: a large flat sandy-orange ground plane, matching warm orange background/fog, soft shadows, and warm cream/orange directional lighting. Build one closed oval racing circuit on the sand. The road is a broad dark brown elliptical ribbon, approximately 25 units wide by 17 units deep at its center, with a road width of about 6.3 units. Add evenly spaced small pale yellow rectangular lane markers around the middle of the track, plus four bright orange/red glowing rectangular boost pads placed at different points around the oval. Place sparse desert scenery well outside the road: tall and short cacti, chunky rocks, and a pair of tall racing banner towers (one green and one red) near the far/start side of the course. Use simple Kenney-like low-poly 3D assets or equivalent geometry, with cast and receive shadows.

The player is a small stylized kart positioned on the oval, shown from behind. It has a compact white/gray body, black chunky wheels, yellow side/front panels and small yellow-rimmed details, and a large pale spherical driver/head-like shape visible above the kart. Give it a soft dark circular ground shadow. The kart should face along the track and rotate according to steering. Driving is momentum-based: W or Up Arrow accelerates; A/Left Arrow steers left; D/Right Arrow steers right. The same actions must be available through mobile touch controls: bottom-left left and right buttons, and bottom-right gas/up and drift buttons. When throttle is released, the kart decelerates. Keep the kart constrained to the oval course by gently pulling it back toward the track and reducing speed when it goes too far off the road.

Implement drifting by holding Space (also Shift) or the touch drift button while moving above a moderate speed. During a drift, steering turns more strongly, the maximum speed rises slightly, and if the player is steering while drifting, a drift charge fills over time up to 100%. Releasing the drift button when the charge is above a small threshold converts the charge into a temporary boost. The boost lasts briefly, increases acceleration/speed, and consumes over time; cap the boost amount. Track progress continuously around the oval and increment the lap after each full circuit. The race has three laps; show lap as 1/3 initially and cap the displayed value at 3/3. There is no combat, health, opponents, weapons, collectibles, or finish-screen requirement visible in the implementation—focus on driving the loop and drift-to-boost mechanic.

Use a clean fixed HUD over the 3D scene. Across the top center show four dark translucent brown rounded pills: “DUST CIRCUIT,” “LAP 1/3” (updated from progress), “SPEED 0” (updated from actual speed and displayed as a larger arcade-style number), and a horizontal boost meter. The boost meter is a dark rounded capsule with an orange-to-red fill proportional to current drift charge. At the bottom center show a translucent dark rounded hint reading “WASD / arrows to drive · hold Space to drift · release for a boost.” Put large translucent dark rounded-square touch buttons along the bottom: left/right arrow buttons on the lower left and an up/gas plus sparkle/drift button on the lower right. Make the UI responsive and keep the canvas full-screen, with touch buttons partially faded on larger desktop screens but usable. Use warm desert colors, rounded dark-brown interface elements, soft shadows, simple geometry, and an uncluttered low-poly arcade presentation matching the supplied screenshot.

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