Appearance
Arcade › Footage Lost
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jaxon Altman built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Footage Lost yet. Play it, then tell Jaxon Altman what you would add next.
Footage Lost was built by Jaxon Altman 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 Footage Lost 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-playable 3D first-person dash-cam game titled “Footage Lost.” The player is driving a storm-interceptor vehicle down a long, straight, dark asphalt road through flat green-brown storm plains. Use a low dash-camera perspective from inside/just above the vehicle, with the edge of a dark hood visible at the bottom of the view. The road has a single repeating pale-yellow center stripe, roadside wooden fence posts on both sides, scattered small debris beyond the road, heavy gray fog, and overcast storm lighting. Ahead, a large procedural tornado approaches and chases the player: make a dark, semi-transparent cone/funnel rising into rotating layered cloud bands, with many small debris particles orbiting around it. The tornado should visibly grow/intensify as its EF rating increases. Core gameplay is an ongoing tornado interception survival drive. Start with the interceptor near the front of the road and the tornado farther ahead; when the chase begins, the tornado moves toward/chases the player while the player drives and steers. W/Up accelerates forward, S/Down reverses/brakes, and A/Left or D/Right steers. Keep the vehicle moving and avoid letting the tornado core get too close. The tornado cycles through EF1 to EF5 strength over time, with stronger EF levels producing more suction and danger. As the player enters the tornado’s danger radius, pull the vehicle toward the tornado core, drain the dash-cam signal, intensify camera shake and static, and allow the player to escape by steering away. Display warnings such as danger close, violent EF4+ conditions, and anchor status. Holding Shift deploys anchors. Anchors substantially slow the vehicle but increase its resistance to tornado suction/lifting; release Shift to resume normal driving. Provide equivalent mobile controls: a four-button directional pad for up/left/down/right and a press-and-hold ANCHOR button. Allow changing interceptor with number keys 1–5 and visible selector buttons. Include five selectable vehicles with distinct performance and appearance: 1 TIV-A Scout SUV, fastest but low stability; 2 Probe Van, balanced with moderate stability; 3 Armored TIV, slower with high stability; 4 Dominator Wedge, armored and with a strong anchor bonus; 5 Heavy Hauler Probe, slowest but strongest against high-EF winds. Switching vehicles should briefly reduce current speed and update the visible vehicle model/name. Use simple low-poly vehicle models or close equivalents, with an added armored wedge and roof weather-probe mast. Show a persistent surveillance/dash-cam HUD styled like blue-green technical footage. Across the top show a blinking red REC indicator, timestamp in HH:MM:SS, and “DASH CAM A.” At upper left show a translucent panel titled “TORNADO INTERCEPT” with readouts for current Interceptor, Speed in mph, Tornado EF rating, Distance in yards, and Signal percentage. Show a yellow warning box below these readouts. At upper right show the five vehicle selection buttons, highlighting the active vehicle. On startup, show a centered “DASH CAM ONLINE” panel with the controls and a “Start Chase” button. Add scanlines, dark vignette, and a transparent animated static/noise overlay; static opacity should rise as signal falls and become especially intense during a lift, impact, or failure. If suction exceeds the selected vehicle’s stability, or the vehicle gets extremely close to a sufficiently strong tornado, trigger the failure sequence: switch to a lifted state, pull the vehicle into a rotating orbit around the tornado, raise it high above the road while tumbling, rapidly worsen signal/static, then throw it outward. Make it fall with gravity, spin, hit the ground, shake the camera, and play a brief crash sound. After the impact sequence, cut to a nearly black full-screen failure card reading “FOOTAGE LOST” in huge glitching white text with red/cyan offset shadows, plus “Dash cam signal terminated after ground impact.” and a “Recover New Tape” restart button. Restart should reset the vehicle, player position, tornado position, EF level, signal, timer, and failure state while preserving the selected interceptor. Include storm wind audio that grows louder near the tornado and a crash sound on impact. Keep the visual style intentionally atmospheric and low-poly: gray-blue storm haze, dark road, muted terrain, rotating semi-transparent tornado geometry, technical cyan HUD, yellow warnings, scanline/static artifacts, and a dramatic glitch cutout ending.