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Navigate the sun-scorched desert in **Dustloop Rally**, a low-poly kart racer where you drift around sharp turns to charge your boost meter. Master the art of timing as you release your drift for explosive speed and race against the clock on an exhilarating three-lap challenge.
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Create a playable browser 3D arcade kart racer titled “Dustloop Rally.” Use Three.js or an equivalent real-time 3D engine with a warm low-poly desert presentation. The world should have a flat orange/sun-scorched desert ground, orange atmospheric background and fog, strong warm sunlight, soft shadows, and simple low-poly scenery: a dark brown elongated oval race track with a sandy interior, a cream/yellow-and-brown checkered start/finish stripe, green faceted cacti with small arms around the outside, and scattered angular reddish-brown rocks. Add two banner/tower structures at the start line, one green and one red, if the asset system supports them. The camera is a third-person chase camera positioned behind and above the player, looking toward the kart and track ahead. The player is a small stylized low-poly red/pink racing kart with a visible body, four chunky wheels, rear spoiler/frame details, and shadows. The track is an ellipse/ring rather than a straight course: the kart follows the oval loop, with steering allowing lateral movement across the track and controlled turning around the loop. Keep the view uncluttered and emphasize the broad orange desert and the kart near the lower/central portion of the screen. Core gameplay: begin on lap 1 of a three-lap challenge. The kart starts stationary and accelerates while the player holds W or Up Arrow. S and Down Arrow brake/decelerate. A/D or Left/Right Arrow steer. On desktop, Space activates drifting only while the kart is moving above a small minimum speed; holding drift while steering charges the drift meter and shifts the kart laterally, with a gentler turning response. Releasing the drift after charging it sufficiently (at least roughly 80% of the meter) triggers a short boost, displays “BOOST!”, and briefly raises the kart’s maximum speed. If drift is not released at a high enough charge, the charge drains when drift is not held. The kart should naturally lose speed when the accelerator is released, and clamp speed so it cannot reverse. Allow the kart to make three complete oval laps; after the third lap display “FINISH!” and stop the race simulation. The implementation may track elapsed time internally, but do not add a timer HUD unless one is actually implemented; the visible game’s main objective is completing the three laps through drift-and-boost timing. The HUD is a fixed overlay in white bold sans-serif text with a dark brown shadow. Put “DUSTLOOP RALLY” at the upper left. Beneath it show “LAP 1/3” (updating through the race) and “SPEED 0” (updating from the current speed), followed by “DRIFT” and a rounded horizontal meter: dark brown empty background with a white outline and a bright pale-yellow fill that grows as the player holds a drift. Briefly show centered celebratory messages such as “BOOST!” and “FINISH!” with a fade effect. On desktop, show a bottom-center hint reading “A / D or ← / → steer · W / ↑ accelerate · Space drift & release for boost.” Make the game responsive for touch devices. At the bottom of narrow/mobile screens, show two circular translucent dark brown buttons on the lower left with ‹ and › for steering, and a larger circular orange-red translucent “DRIFT” button on the lower right. Touch buttons should support press-and-hold and release behavior for steering and drifting. On mobile, the game’s intended behavior is to auto-accelerate while the race is active, with the touch controls primarily handling steering and drift. Hide the desktop keyboard hint on narrow screens. Use pointer/touch capture and prevent page scrolling while interacting. Match the visual style shown: minimal low-poly geometry, no opponents, weapons, collectibles, obstacles placed on the racing surface, or extra menus; only the player kart, oval track, desert props, lap/speed/drift HUD, and boost/finish messages. Use warm peach-orange lighting and colors, dark brown track, pale yellow meter fill, and simple clean shapes. Ensure the canvas fills the viewport and resizes correctly, with the HUD layered above it.