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Festival Rally

  • 3d
  • racing
  • open-world
  • arcade
  • festival
0
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8 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. awoodbury built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Festival Rally yet. Play it, then tell awoodbury what you would add next.

Make your own game

Festival Rally was built by awoodbury 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 Festival 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.

Read the build brief for Festival Rally

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-playable 3D arcade racing game titled “Festival Rally.” Use a bright, low-poly festival countryside/city setting viewed primarily from a third-person chase camera behind a small red/orange sports race car. The world is a large flat green grassland under a clear sky with fog, scattered stylized pine trees and large rocks around the perimeter, a few simple colorful commercial buildings near the town roads, and a festival start arch with checkered flags. Build a traffic-free road network from dark asphalt roads: a large looping outer route, a downtown connector, and a hillside connector. Also include several brown dirt shortcut strips branching through the grass. Use low-poly asset-pack styling with hard/simple geometry, strong directional sunlight, soft shadows, and saturated colors. The player begins near the festival arch at the start of the outer loop.

Core gameplay is free driving plus event racing. The car accelerates, brakes/reverses, steers, and can handbrake-slide. Driving surface affects handling: paved road has the best grip and a top speed of about 42, dirt is slower with medium grip and a top speed around 32, and grass is slowest with low grip and a top speed around 20. Keep the player within a broad open map boundary. Provide a chase camera, a high overhead camera, and a closer behind-car camera, toggled with C on keyboard, Y on gamepad, or a mobile CAM button. Add smooth camera follow.

Place four glowing rotating race-start markers, each made from a luminous circular ground ring and a short central column, with tall green banner towers on both sides: Coast Sprint at the start/near (0,30), City Loop in the southwest town area (-48,5), Dirt Cut Dash in the north area (5,-43), and the pink-highlighted Main Championship near (35,-30). Locked markers may visually blink, while unlocked markers remain visible. The player must drive close to a marker and press E/ENTER, gamepad X, or the mobile ENTER control to begin; show a clear prompt when nearby. Coast Sprint is initially unlocked. City Loop and Dirt Cut Dash unlock after one completed win. Main Championship unlocks after two wins.

When an event starts, place the player at its marker and show a 3.2-second countdown. Create glowing cyan checkpoint gates/rings with two short poles, and require the player to pass through checkpoints in the listed order. Display only the active checkpoint prominently while subtly showing the next one or two. Include a countdown timer, lap count, current checkpoint and distance, and required finishing position. Events are one lap except Main Championship, which is two laps. Use these routes and limits: Coast Sprint: checkpoints (23,25), (43,5), (35,-30), (5,-43), 70 seconds, finish top 2; City Loop: (-10,2), (28,8), (43,5), (23,25), (0,30), (-29,34), 95 seconds, finish 1st; Dirt Cut Dash: (12,-15), (28,8), (35,-30), (5,-43), 80 seconds, finish 1st; Main Championship: (5,-43), (-35,-31), (-48,5), (-29,34), (0,30), (23,25), (43,5), (35,-30), 130 seconds, two laps, finish 1st. The player wins an event if they reach all checkpoints before time expires and finish at or above its target placement. A timer reaching zero causes failure; finishing below the target also fails. On success, bank one win per event (do not repeatedly award the same event), and unlock the next progression. Winning the main championship ends the career with a prominent “CHAMPIONSHIP WON” message and instructs the player to press R to restart. Failed races should clear the checkpoints and tell the player to return to the marker to retry.

Add three simple rival AI sports/sedan cars, recolored red, blue, and yellow. They should drive continuously around the route in free drive, and during races follow the current event’s closed route at different steady speeds, track progress, finish, and determine the player’s placing. Race starts should line up the rivals behind/alongside the player. The player must beat the rivals according to the event’s placement target.

HUD: At the top-left, show a dark translucent rounded panel with large numeric speed in mph. Beneath it show Free Drive status with wins out of 2 and the championship unlock hint, or during a race show event name, remaining time, lap, checkpoint number/total and distance, and target placement. At top-right show a square dark minimap centered on the player, with gray paved routes, brown shortcut lines, colored event markers (yellow for ordinary events, pink for championship, gray for locked), cyan active checkpoint, and a white directional player arrow. Center-screen messages should announce the title, event starts, countdown numbers, laps, completions, failures, and championship victory. Show a yellow pill-shaped nearby-event prompt. At bottom-right show a translucent event list with completion/unlock symbols and each event’s required wins and target place. At bottom-left show keyboard/gamepad controls. On touch devices, replace the control hint with a virtual left steering stick and circular GAS, BRAKE, HAND, ENTER, and CAM buttons. Keep the UI readable over the scene with translucent navy panels, rounded corners, white text, and yellow/cyan/pink accents. Include responsive layout for desktop, gamepad, and mobile input.

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