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Arcade › Park City Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jason Souza built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Park City Drift yet. Play it, then tell Jason Souza what you would add next.
Park City Drift was built by Jason Souza 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 Park City 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.
Rebuild a browser-based 3D exploration/collecting game titled “Fibonacci Drift,” with a dark neon mathematical garden aesthetic. Use Babylon.js (WebGPU when available with WebGL fallback) rendered full-screen on a canvas, with bloom/glow post-processing, fog, additive particles, and a smooth third-person/free-camera view that follows a small floating player from behind and above. The world is a very large square dark ground plane (about 220x220) with a subtle luminous blue grid, dense fog, and a deep navy background. The player is a hovering abstract energy avatar starting at the center around y=1.2: a bright white faceted icosphere core, a cyan glowing torus ring around it, and two angular translucent/neon wing-like planes, one violet and one pink. It gently bobs while idle, rotates toward its movement direction, and emits a colorful cyan/magenta particle trail while moving. The camera follows smoothly at roughly 11 units behind and 6 units above the avatar, aims slightly above it, and can be looked around with mouse pointer lock; preserve a soft floating/drifting feel rather than a rigid character controller. Populate the garden procedurally with Fibonacci/golden-angle arrangements. Place roughly 140 small luminous pieces of flora in an expanding golden-angle spiral: each is a short colored glowing stem with a small faceted bloom, using varied vivid hues. Add around 18 taller mathematical monuments distributed in another golden-angle pattern, each made from a glowing base, five stacked/angled torus rings in cyan, mint, pink, gold, and violet, a tapered spike, and a bright orb at the top. Add about 30 larger floating torus rings around the outer area at varied radii/heights; they bob and rotate slowly. Add 12 enormous thin concentric-looking wave discs/rings on or just above the ground, in alternating cyan, violet, gold, and mint. Fill the air with approximately 2600 tiny additive sparkles in cyan, pink, and blue, drifting upward gently. The overall visual style is abstract sci-fi, luminous, clean, and highly emissive, with cyan, mint, violet, gold, pink, and white highlights against near-black navy. Place 34 collectible energy orbs throughout the space in a golden-angle spiral, at varied radii, heights, sizes, and colors (cyan, gold, pink, mint). They slowly rotate and bob. When the player comes within about 1.25 units, hide the orb, increment the orb count, add 100 to an internal score, and restore 12 energy. There are no enemies, weapons, lives, or combat; the core activity is freely drifting through the garden and collecting all visible energy orbs. Movement: support WASD and arrow keys for planar movement, with forward/back movement relative to the camera yaw and left/right strafing; clamp the player to the world bounds. Space makes the avatar rise/impulse upward while held, then it eases back to its bobbing altitude. Shift provides a movement boost (about 2.4x, with base speed about 8). Support gamepads, including DualSense-style axes/buttons, with left stick movement, right stick camera look, and a face/shoulder button for the impulse/dash; expose a simple two-stick touch control on coarse-pointer/mobile screens, with a left virtual stick for movement and right stick for looking. Energy starts at 100, regenerates at about 5 per second up to 100, and the gamepad dash/boost consumes energy while active; show the current energy. Create a Portuguese-language HUD over the game. At top left show “FIBONACCI DRIFT” in large uppercase widely spaced white text with cyan glow and the subtitle “UM JARDIM MATEMÁTICO EM WEBGPU.” At top right show a translucent blurred rounded panel with “ENERGIA” and a large cyan number, “ORBS” and its count, and “VELOCIDADE” with one decimal place. At bottom left show “WASD / setas: mover · mouse: olhar · espaço: impulso · gamepad: DualSense 5.” At bottom right show a small uppercase renderer/status label such as “WEBGPU · PARTÍCULAS · FEEDBACK” when WebGPU is available, otherwise “WEBGL FALLBACK · COMPATÍVEL.” Before gameplay, display a full-screen dark radial-gradient start overlay that leaves the glowing title/HUD visible behind it. Center a large pill-shaped button labeled “ENTRAR NO JARDIM,” with a cyan-to-mint gradient, dark bold uppercase lettering, cyan border and glow. Beneath it show “WebGPU quando disponível · WebGL como fallback.” Clicking the button hides the overlay and starts the simulation. Keep the interface responsive; on touch devices display two outlined circular virtual sticks near the lower left and lower right corners with glowing cyan knobs.