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Dust Circuit

  • 3d
  • racing
  • arcade
  • kart
  • drifting
  • desert
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How to play

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

Discussion

Nobody has said anything about Dust Circuit yet. Play it, then tell Alfunoon what you would add next.

Make your own game

Dust Circuit was built by Alfunoon 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 Dust Circuit 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 Dust Circuit

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 kart racing game titled “Dust Circuit,” using a warm stylized low-poly desert presentation. Use Three.js or an equivalent 3D engine with a full-screen canvas, an orange/sandy sky-background color (#d98948), matching sand floor, soft shadows, fog fading into the distance, warm cream sunlight, and a slightly cinematic third-person chase camera positioned behind and above the player kart. The camera should smoothly follow the kart and look toward a point slightly above it.

The race course is a broad horizontal oval circuit in the desert, centered around an ellipse approximately 32 units wide-radius by 22 units deep-radius. Make the driving surface visibly layered: a dark brown outer track ring, a burnt-orange inner stripe/ring, and a lighter reddish-brown central track band. Place small alternating red-orange and white rectangular track barriers around the inside/edge of the circuit. Add sparse desert decoration outside the track: stylized low-poly short and tall cacti plus chunky rock/cliff formations, with shadows. Add a toy-like finish gate near the right side/start line of the oval, around the player’s starting position.

The player is a small toy kart, preferably a Kenney-style low-poly kart model, starting at the rightmost point of the oval facing around the circuit. It should cast a soft circular shadow. Use arcade vehicle physics: WASD or arrow keys drive, with forward acceleration on W/Up, braking/reverse on S/Down, and left/right steering. The kart has velocity, friction when throttle is released, a speed cap, steering that becomes more responsive at speed, and movement that follows the kart’s yaw. Steering should turn the kart in the direction held and the kart should visually rotate with its heading. Keep the kart on the open desert/track area rather than adding a separate collision system.

Implement the signature drift mechanic exactly as the central goal: holding Space while moving above a modest speed and steering causes a drift, adds lateral velocity, increases a drift angle, and fills a boost meter. Releasing drift while boost is charged triggers a short boost pulse, clears the meter, increases acceleration and raises the temporary maximum speed. The boost meter is displayed at the bottom center as a rounded dark bar with a cream outline and a yellow-to-orange fill. The race lasts three laps; detect progress around the oval and increment the lap when the player crosses from the end of the loop back to the beginning. On completing lap three, stop the race and show a finish overlay with the final time and a “RACE AGAIN” button.

HUD styling should match the desert palette and remain overlaid on the 3D view: top-left bold uppercase “DUST CIRCUIT” with letter spacing and a dark shadow; top-right stacked “LAP 1 / 3,” elapsed time formatted like “00:00.0,” and speed formatted in km/h. At the bottom, show the hint “WASD / arrows to drive · Space to drift · release to boost” on desktop. Provide touch-oriented on-screen controls on narrow screens: left/right arrow buttons on the lower left and brake, DRIFT, and gas buttons on the lower right, styled as dark translucent brown rounded buttons with cream borders; hide these controls on wider desktop screens.

At launch, show a centered modal overlay over the dimmed desert scene. The modal is a dark reddish-brown gradient card with a thick pale-cream border, rounded corners, and a soft shadow. It contains the large uppercase title “DUST CIRCUIT,” the subtitle “Carve the canyon, hold a drift, then release for a boost.” and a full-width bright orange-red “START RACE” button. Starting resets the kart, lap, timer, boost, and velocity. While the modal is visible, the race is paused. Allow Enter/Space as a keyboard start shortcut in addition to the button. Preserve the same modal layout after finishing, changing the heading to “Finish!”, showing text like “Time 00:12.3 — drift again to beat it.” and changing the button to “RACE AGAIN.” The overall art direction is clean, colorful, toy-like, and minimal: orange desert, dark reddish track, cream UI outlines, white/cream text, low-poly scenery, no weapons or extra game modes.

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