Appearance
Arcade › Dustloop Rally
Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.
Made by Chan Green, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
Join the conversation on Discord ↗
Nobody has said anything about Dustloop Rally yet. Play it, then tell Chan Green what you would add next.
Comments are shared with the public Discord thread.
Dustloop Rally was built by Chan Green 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 Dustloop Rally 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 “Dustloop Rally,” a playable third-person 3D arcade rally-driving game. Set it in a warm, stylized desert under an orange-gold sky with matching distance fog. Camera follows behind and above the player kart, aimed toward it; smoothly ease the camera into position as the vehicle turns. Use a broad oval circuit centered in a flat sandy basin: muted dark brown-gray asphalt ribbon, pale sandy shoulder, short pale-yellow dashed center markings, and a black-and-white checkered start/finish stripe across the southern straight. Put simple pale checkpoint arches at the north and south ends. Surround the track with sparse low-poly saguaro cacti, scattered reddish rocks, and distant red-brown flat-topped mesas. Use soft directional sunlight, shadows, and clean low-poly geometry with a slightly dusty palette. The player is an orange racing kart/car; include one green rival car circulating continuously around the oval. Keep the racing view uncluttered and the HUD fixed over the screen. Driving is real-time and continuous: W or Up accelerates, S or Down brakes/reverses, A/Left and D/Right steer, and Space (also either Shift) holds drift. Support touch-screen buttons for left, right, drift, and GO. Steering changes heading, with reduced grip while drifting. A drift charge meter fills during a sustained turn-drift once the kart is moving quickly enough; releasing drift with sufficient charge grants a temporary speed boost, briefly changing the meter label to “BOOST!”. Let the kart lose speed and drift charge when it strays well outside the oval, rather than abruptly stopping it. Count laps when the player crosses the southern start/finish line in the correct direction and near the track; display a three-lap race counter. Show elapsed time and speed in km/h in the upper-right, “DUSTLOOP RALLY” in a warm gold title at upper-left, and a centered top instruction reading “WASD / Arrows drive · SPACE drift · release to boost”. At the bottom center show the “DRIFT CHARGE” label and a rounded horizontal meter that fills from orange to yellow. Use translucent dark rounded HUD panels, white text with subtle shadow, and adapt with visible touch controls on coarse/mobile screens. Preserve the simple arcade time-trial presentation—do not add weapons, pickups, extra racers, menus, or mechanics not described here.