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Arcade › Dust Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Basem Ayoub built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dust Drift yet. Play it, then tell Basem Ayoub what you would add next.
Dust Drift was built by Basem Ayoub 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 Drift 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 low-poly kart racing game titled “Dust Drift.” Use Three.js or an equivalent real-time 3D engine with a full-screen canvas and a responsive HTML HUD overlay. Scene and camera: Use a warm monochrome desert palette. Set the sky/background and large flat ground plane to burnt orange/sand (#d98c48), with matching orange fog that fades the world at distance. Use a perspective third-person chase camera, positioned about 8 units behind and 5.8 units above the kart, smoothly following and looking slightly ahead at the kart. Use soft shadows, a warm hemisphere light, and a strong warm directional sun. Keep the visual style clean, chunky, and low-poly. Track: Build a closed desert circuit as a broad dark charcoal-brown ribbon, approximately 7 units wide, following this rounded rectangular loop in the X-Z plane: (0,-20) to (16,-20), (27,-11), (27,11), (16,20), (0,20), (-16,20), (-27,11), (-27,-11), (-16,-20), then back to the start. Generate the ribbon from the path points and place occasional small pale-yellow center/track stripe dashes along it. Surround it with sand, not barriers. Add sparse low-poly desert scenery beyond the track: six stylized green cacti made from faceted cylinders (some with a single horizontal arm), at roughly (-42,-30), (40,-28), (-42,29), (40,30), (-35,0), and (34,0), plus six faceted reddish-brown rocks around (-40,-14), (37,14), (-33,33), (31,-34), (-8,32), and (12,-31). Add four red banner/tower objects near the start/finish area around x=-3 and 3 at z=-20 and z=20, oriented toward the circuit. The environment should remain sparse and hazy. Player: Place one red race kart at the start around (0,-16), facing along the track toward positive Z. Use a low-poly red race-car/kart model if available; scale it around 1.7 and cast/receive shadows. The kart is controlled with arcade physics: automatic forward throttle by default, acceleration is stronger on the road and weak off-road, speed is capped around 28 normal units (display roughly 7x the internal speed as km/h), braking/reverse input reduces speed, and speed gradually damps. Steering rotates the kart left/right based on speed. Going off the road slows the kart significantly. Keep the kart’s position and rotation aligned with the driving direction. Drift and boost: Holding the drift control while steering and traveling above moderate speed causes a drift: increase steering response, slightly reduce speed, and charge a drift meter. On releasing drift, if the charge exceeds about 35%, convert the charge into boost energy. Boost is shown as a percentage, can be activated with the BOOST button or keyboard E, temporarily accelerates the kart up to about 34, and drains at roughly 42 percentage points per second. Holding drift without steering or at low speed should not charge. Do not add weapons, opponents, collectibles, or other mechanics. Race rules: Determine progress by finding the closest point on the loop centerline. Count a lap when progress wraps from the end of the path back to the beginning. Start at lap 1 and require 3 laps. After completing the third lap, stop gameplay and show a centered finish dialog with the title “Finish Line!”, text “You cleared the desert in style.”, and a “Race Again” button that resets position, speed, lap, boost, and all race state. HUD: Overlay a clean bold white interface with a dark reddish-brown text shadow. At the upper left show “DUST DRIFT” in large uppercase lettering and below it “Desert Circuit • low-poly kart racing.” At the upper right show a large live speed value such as “0 km/h”, then “LAP 1 / 3” and “BOOST 0%”, right aligned. Along the lower left provide touch-friendly buttons in order: left arrow, “DRIFT”, right arrow, and a gold/yellow “BOOST” button. Buttons should be dark translucent brown with rounded corners and pale borders; the BOOST label is yellow. At lower right show the instructional text “WASD / arrows to drive • hold Space or DRIFT to charge • release for a boost” (hide this tip on narrow mobile screens if desired). Support both keyboard and touch/pointer controls: A/Left Arrow steer left, D/Right Arrow steer right, W/Up Arrow accelerate (with automatic throttle when not braking), S/Down Arrow brake, Space or Shift drift, and E boost. Prevent touch scrolling while pressing the controls. Match the screenshot’s flat warm-orange presentation, sparse desert horizon, chunky typography, and uncluttered arcade-racing composition.