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Arcade › Dust Circuit
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Nobody has said anything about Dust Circuit yet. Play it, then tell JUNGLE FRUIT what you would add next.
Dust Circuit was built by JUNGLE FRUIT 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 browser-based 3D arcade racing game titled “Dust Circuit.” Use Three.js or an equivalent real-time 3D engine with a third-person chase camera. The scene is a stylized low-poly desert at sunset: a flat sandy orange ground plane, an orange sky/background with matching distance fog, warm cream/orange lighting and soft shadows. Build a wide oval circuit centered in the scene, shaped as an ellipse rather than a flat straight track: dark brown compacted-road ring with a pale tan curb strip along both the inner and outer edges. The oval’s outer radius is approximately 22 units with a depth/width ratio of about 0.62, and its inner radius is approximately 12 units. Place scattered low-poly desert decorations outside and around the circuit—roughly 28 randomly varied cactus and sand-rock models, with some near the inside and others farther outside the track. Use visible cast/receive shadows. The player drives a small stylized kart on the oval, starting near the front/bottom side of the track. Use a loaded low-poly kart model scaled around 1.5x, colored/appearing as the player vehicle. Add two AI rival cars on the same oval: one red race car and one green race car, each scaled around 2.1x, moving continuously around the loop at slightly different constant speeds and positioned initially at different points on the circuit. Vehicles should follow the ellipse tangent and rotate to face their direction of travel. The player’s position should be constrained conceptually to the track centerline with lateral offset: steering changes lateral drift across the road and the chase camera follows behind the kart. Driving controls: W or Up Arrow accelerates; S or Down Arrow brakes/reverses toward a small negative target speed; A/Left Arrow and D/Right Arrow steer; Space activates drifting. Provide equivalent touch controls on narrow screens: left arrow, right arrow, up/gas, and a red DRIFT button, as large rounded dark buttons in the lower-right corner. The player gradually approaches a target speed, coasts slowly when not accelerating, and steering applies lateral movement. While Space/drift is held together with steering, increase speed slightly and charge a drift boost meter. When the drift button/key is released after the meter is more than roughly 72% full, trigger a burst of acceleration and reset the boost meter; play a short digital boost sound if available. The meter should otherwise remain visible and charge only during an active turning drift. The chase camera is a perspective camera positioned several units behind and above the player, smoothly following and looking toward the kart. Render with antialiasing, shadows, warm tone mapping, and a 55-degree field of view. The game should run full-screen and resize responsively. Add a fixed HUD over the 3D view. At top-left show “DUST CIRCUIT” in large bold uppercase white text with letter spacing and a dark brown offset/drop shadow. At top-right show “Lap 1/3 · 0.0s” (updating the lap from 1 through 3 and elapsed time), a numeric “Speed” readout derived from the vehicle speed, and the label “Drift boost” above a 150x12 rounded horizontal bar with a dark brown background and white outline; fill it with a left-to-right yellow-to-red gradient as boost charges. At bottom-left show a translucent dark brown rounded help panel reading “WASD / arrows to drive · Space to drift · Release drift when charged”. On desktop hide the touch controls, while on mobile show them. Keep the visual style clean, chunky, colorful, low-poly, and arcade-like, with no menus or invented extra gameplay systems.