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Dust Circuit

  • 3d
  • racing
  • arcade
  • desert
  • drifting
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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. ramiro koleff 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 ramiro koleff what you would add next.

Make your own game

Dust Circuit was built by ramiro koleff 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 third-person 3D arcade kart racer titled “Dust Circuit.” Use a warm stylized desert presentation: a peach/orange sky and foggy background, flat orange-brown sand ground, strong soft lighting, and simple low-poly/kenney-style props. The camera is a 58-degree perspective chase camera positioned above and behind the player, smoothly following and looking toward the kart; keep the kart and nearby oval track visible, with distant scenery softened by orange fog. Use shadows, ambient hemisphere lighting, a warm directional sun, and an orthographic-looking clean game aesthetic without extra scenery beyond what is specified.

Build one closed oval/circuit track on the desert floor. The road is a dark brown-gray wide annulus, approximately an ellipse measuring 30 units across and 40 units along its long axis. Give both road edges narrow golden-yellow borders and place a thin pale-yellow lane marking around the center of the road. The inner area is sand-colored. Place a checkered start/grid line across the track at the near/front end around z=-16: a white line with alternating dark and white rectangular stripes. Add four bright yellow/orange glowing rectangular boost pads around the circuit, one near each cardinal section of the oval, aligned with the track. The circuit should have a three-lap goal; detect a lap when the kart crosses the start area in the forward direction, incrementing from 1/3 through 3/3 and marking the race finished at the end of lap three.

The player is a small green racing kart/car centered at the start line, with a simple low-poly racing-car model, a dark soft circular shadow under it, and a subtle vertical bob while moving. Start at approximately (0, 0.12, -16), facing along the circuit. Add desert props around—not blocking the road—including tall cacti, chunky rocks/cliff blocks, red barriers at a few inner/track-side locations, and two green banner towers flanking the start line. Use the visible warm palette: orange sand, dark chocolate road, golden borders/markings, yellow glowing boost pads, green kart and banner props, red barriers, and pale orange fog.

Implement arcade driving with keyboard and touch support. Keyboard controls: W or Up Arrow accelerates, S or Down Arrow brakes/reverses only through braking behavior, A/Left Arrow steers left, D/Right Arrow steers right, and holding either Shift key initiates drifting. On coarse-pointer/mobile displays show five large translucent circular touch buttons near the bottom: left, right, gas/up, brake/down, and a red “DRIFT” button; pointer press holds the corresponding input and release cancels it. Prevent scrolling/default behavior for these controls.

Driving behavior: track speed is displayed in km/h, with speed accelerating toward about 10.5 internal units when throttle is held, coasting toward about 4.5 when not throttling, braking reducing speed quickly, and a maximum of about 18. Steering turns the heading more strongly at higher speed. While Shift/DRIFT is held at sufficient speed, enter a drift state: slightly reduce speed, turn more responsively, and charge a drift meter from 0 to 100%. When drifting ends after a meaningful charge, convert the charge into a temporary boost lasting up to roughly 2.5 seconds; boost raises the target speed to about 15. Driving over a boost pad also triggers a short boost of about 0.9 seconds. Display the active temporary boost as 100% in the boost HUD; otherwise display the current drift charge percentage. Keep the vehicle constrained to the oval: when it leaves the road, slow it and reposition it back near the outer/road boundary.

Add a fixed HUD over the canvas. In the upper-left, show a dark translucent rounded rectangular panel with a pale-gold border and soft shadow. It contains the gold uppercase title “DUST CIRCUIT,” then three rows: “Speed” with the live value such as “0 km/h,” “Boost” with a percentage, and “Lap” with “1 / 3.” Values are bold and pale yellow/white. Along the bottom center show a dark translucent pill-shaped instruction bar with Spanish text matching the original: “W / ▲ acelera · S / ▼ frena · A/D giran · mantén Shift o DRIFT para derrapar”. On mobile, move this tip upward above the touch buttons and reduce its font size. Keep the HUD non-interactive except for mobile controls. Use a full-window responsive canvas and hide overflow.”,

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