Appearance
Arcade › Dust Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mohammad Noor 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 Mohammad Noor what you would add next.
Dust Circuit was built by Mohammad Noor 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.
Recreate “Dust Circuit” as a playable 3D arcade racing/drifting game in a warm, stylized low-poly desert. Use a third-person chase camera that follows the player car from behind and above, smoothly lerping as the car moves, with a perspective view and a large orange-sand environment fading into orange fog. The scene should have a dark brown oval/ring race track on the desert floor, a sandy circular island in the center, and thin pale-yellow striped/border rings marking both the inner and outer edges. Place scattered faceted dark reddish-brown low-poly rocks around the outside of the circuit. Add two glowing orange rectangular pads on the track as visible scenery, plus a simple start/finish area near one end with two green banner towers, a ramp, and a barrier wall. The player is an orange stylized race car loaded as a low-poly racing-kit vehicle, starting near the front/start area at the outer side of the oval. Include two rival cars, one red and one green, driving continuously around the oval on the middle racing line. The player can freely drive within the ring: W or Up accelerates, S or Down brakes/reverses, and A/D or Left/Right steers. Apply acceleration and braking with drag, cap forward speed around 15 game units and reverse speed around -4, and keep the car constrained between the inner and outer track boundaries; hitting either boundary pushes it back inward and sharply reduces speed. Orient the car to its movement heading. Implement drifting: while moving sufficiently fast and holding Space plus a steering direction, reduce speed slightly, increase steering/heading rotation, and fill a drift meter. Releasing Space after a meaningful drift converts the stored drift charge into a temporary boost that rapidly accelerates the car for about a second; the meter is shown as it charges and empties when released. The HUD should show the game title “DUST CIRCUIT” at top-left, and at top-right “LAP 1 / 3” with the current speed below it in km/h (display absolute speed multiplied by 12 and rounded). Count laps when the player crosses the angular finish boundary, clamping the displayed race to a maximum of 3 laps. At the bottom center, show a dark translucent rounded boost/drift bar with a pale-yellow outline and an orange-to-red fill, plus the instruction “WASD / arrows to drive · hold Space to drift · release for boost”. Use bold white Arial-style text with a dark brown drop shadow. Make the presentation responsive and suitable for desktop and mobile. On desktop, hide touch controls. On touch devices, provide translucent dark-brown circular controls at the bottom: left and right arrow buttons on the lower-left and a larger “DRIFT” button on the lower-right; pressing and holding them should map to steering and Space, with pointer/touch release clearing the input. Render with soft shadows, warm hemisphere and directional sunlight, rough materials, orange desert lighting, fog, and a clean full-screen canvas with no scrolling. The overall look should match the screenshot: expansive orange sky/desert, dark chocolate track in the foreground, pale yellow edge lines, faceted rocks, sparse racing props, and a minimalist white HUD.