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Arcade › Dust Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Pg nyel 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 Pg nyel what you would add next.
Dust Circuit was built by Pg nyel 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 third-person 3D arcade driving game titled “Dust Circuit.” Use a wide 16:9-capable viewport with a warm stylized desert scene: a flat ochre/sandy ground plane extending beyond the play area, orange-tan atmospheric fog, strong soft sunlight, and soft shadows. Build an oval road circuit centered in the desert, approximately 48 units wide and 30 units deep, as a dark brown road ring with a large sandy inner island. Add short yellow-gold lane dashes evenly spaced around the center of the road. Place sparse low-poly desert decoration outside the track: green faceted cactus plants with occasional side arms and brown angular rocks, including objects around the left, right, and far edges of the circuit. At the back/start area, include two green tower pylons with a horizontal barrier/banner spanning the start line, plus a small ramp on the right side near the start. Use simple low-poly/stylized materials, ambient hemisphere lighting, directional sunlight, fog, and shadows for a clean toy-like racing aesthetic. The player is a small green kart/race car loaded as a visible 3D model, positioned near the front/start section of the oval track. Make it the focus of a smooth chase camera: camera perspective follows behind and above the car at roughly 6.8 units back and 4.4 units up, looks toward a point about 1.1 units above the car, and smoothly interpolates as the car moves. The car rotates to face its movement heading, and a subtle dark oval shadow sits below it. Implement direct arcade vehicle controls. Keyboard controls: W or Up Arrow accelerates, S or Down Arrow brakes/reverses, A or Left Arrow steers left, D or Right Arrow steers right, and Space activates drifting. Also provide on-screen touch/gamepad-style buttons: left and right arrow buttons, down and up buttons, and a DRIFT button. Buttons should be large rounded dark-brown translucent controls with light borders and a pressed state, positioned along the bottom left and bottom right; on desktop they can be partially translucent. Prevent page scrolling while using touch controls. Vehicle behavior should match these rules: normalized forward speed accelerates toward 1.0 while throttle is held, reaches reverse down to about -0.25 while braking is held, and otherwise gradually coasts down. Steering changes heading at a moderate rate based on speed. When Space/DRIFT is held while the car’s absolute speed is above about 0.22, enter a drift state: turn more sharply, preserve most momentum with slight drag, and charge a drift meter over time up to 100%. When the drift button is released after the meter exceeds about 72%, trigger a short boost lasting about 0.8 seconds; during the boost accelerate strongly and allow a higher speed cap around 1.65. If drift is not held, the drift meter drains quickly. Movement follows the car’s current heading, with speed converted to visible world motion. Keep the oval track bounds soft rather than using hard walls: outside the road ring or too far into the inner island, strongly slow the vehicle and gently pull/limit it back toward the circuit. The car should be able to complete laps around the oval; track lap progression may be tracked internally, but no lap number needs to be shown in the HUD. HUD styling should be overlaid on the canvas and match the desert palette. Put “DUST CIRCUIT” in uppercase at the top-left in bold white text with letter spacing and a dark brown drop shadow. At the top-right show a large white speed readout such as “0 km/h,” with speed based on the absolute vehicle speed and scaled to an arcade value (roughly normalized speed ×18), plus a 160px-wide, 10px-high rounded boost/drift bar beneath it. The bar has a pale border, dark translucent brown empty background, and fills left-to-right with a yellow-to-red gradient according to drift charge. Along the bottom center show a rounded dark translucent brown instruction pill reading “WASD / arrows to drive · hold Space to drift · release for a boost”; while a boost is active, replace it with “BOOST! release drift to rocket forward.” Ensure the HUD remains legible over the bright desert and is responsive on mobile and desktop. Start the game with the car stopped near the start line, speed display at 0 km/h, and an empty boost bar.