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Arcade › FURIOUS STREET
Click the game above and it runs right here in your browser. No download, no installer, no account needed. GODWIN GOD'S AIM built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about FURIOUS STREET yet. Play it, then tell GODWIN GOD'S AIM what you would add next.
FURIOUS STREET was built by GODWIN GOD'S AIM 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 FURIOUS STREET 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 playable 3D arcade kart racer titled “Dust Circuit.” Use a third-person chase camera behind and slightly above the player kart, smoothly following it and looking ahead along the track. The world is a warm low-poly desert: a large sandy orange ground plane, an elongated closed oval/circuit made from dark brown road segments with occasional small yellow center stripes, orange atmospheric fog, strong warm sunlight, soft shadows, and scattered low-poly desert props including tall cacti, angular rocks, and sand-colored rock/tile formations outside the road. Use a small colorful low-poly kart model for the player and three similar AI opponent karts; opponents start slightly behind the player in staggered lateral positions and continuously drive around the circuit at steady speeds, with subtle side-to-side movement. The player starts at the beginning of the track and must complete three laps. Show race position dynamically (1st through 4th) based on progress, and end the race once the player passes the distance for lap 3, showing a centered finish overlay with “Finish Line,” the player’s placement, and a “Race Again” button. Core driving: support keyboard A/D or left/right arrows for steering. The kart automatically moves forward; acceleration is simulated toward a normal cruising speed, with steering affecting lateral position across the road and slight damping returning it toward center. Holding Space while steering left or right enters a drift: build a drift/boost charge over time, move laterally more strongly through a corner, and track the current/best drift distance. Releasing Space ends the drift and, if the charge is above a small threshold, consumes the charge and gives a short temporary speed boost, increasing speed immediately and raising the target speed. Clamp the kart to the track’s lateral width. The HUD should display the game title, lap such as “1/3,” current ordinal position, speed in km/h, best drift distance in meters, and a horizontal boost meter that fills from yellow to orange while drifting. Include the instructional hint “WASD / arrows steer · Space drift / Release drift to boost.” Also provide touch controls along the bottom edge for mobile: left and right arrow buttons, a DRIFT button, and an up-arrow button matching the visible interface. The left/right and DRIFT buttons should control the corresponding inputs; the forward/up control can be present as part of the UI even though forward motion is automatic. Use a full-screen responsive canvas with no page scrolling. Begin with a semi-transparent darkened overlay and centered rounded card titled “Dust Circuit,” subtitle “A low-poly desert sprint. Hold drift through corners, fill the boost meter, then release for a rocket start,” and an orange “Start Racing” button; Enter should also start. Style the interface with rounded translucent dark brown panels, white text, orange/yellow accents, and bold modern sans-serif typography. Hide the start overlay once racing begins, continuously render the desert scene and HUD, and provide a restart button after finishing.