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Arcade › Dust Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. menghok yongbeen built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dust Circuit yet. Play it, then tell menghok yongbeen what you would add next.
Dust Circuit was built by menghok yongbeen 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.
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-based 3D arcade racing game titled “Dust Circuit,” using a warm stylized low-poly desert aesthetic. Use a Three.js-like 3D scene with a third-person chase camera positioned behind and above the player kart, smoothly following its heading and looking toward the kart. The world should have a large flat orange/salmon desert ground disk, a dark maroon-brown circular ring track in the middle, and a lighter sandy circular island inside the ring. The track is an oval-free perfect circle/ring with a dark dusty surface, bounded visually by the surrounding orange sand. Add repeated small pale yellow rectangular lane markers around the ring, plus ten glowing orange/yellow rectangular boost-pad-like accents spaced around the track; these pads are visual scenery and do not need to provide a separate gameplay effect unless the creator naturally supports that without changing the demonstrated mechanics. Place scattered low-poly desert props outside the track: tall and short green cacti and blocky reddish rock/cliff formations. Use strong warm directional sunlight, soft shadows, ambient hemisphere lighting, atmospheric orange fog, and a peach-orange sky/background. The player is a small stylized open-wheel/kart vehicle viewed from behind, with chunky black tires, a pale cream/white body, purple accents, two yellow-rimmed rear exhausts, and a large pale round driver/head or helmet visible above the rear body. Load or recreate a comparable low-poly kart model and cast/receive shadows. Begin the player near the outside/front section of the ring at approximately track radius 13.5, facing around the circuit. Include two rival karts near the start area, one orange and one red, and have them continuously drive around the circular racing line at radius about 13.5 at steady speeds, independently of the player. They should be visible as simple low-poly race cars and should not require collision or AI overtaking. Core goal and rules: drive around the circular track for three laps. Show the current lap as “LAP 1/3” initially and advance the lap when the player crosses the start/finish sector in the forward direction at sufficient speed; cap the displayed lap at 3/3. Track elapsed time from the beginning and show it in minutes and tenths of seconds, starting at “00:00.0.” There is no demonstrated finish screen or lives system, so do not add one. Keep the player constrained to the track ring: if its distance from the world center exceeds roughly the outer radius 16.2, slow it and clamp it back to that radius. Driving controls: support keyboard WASD and arrow keys. Up/W accelerates, down/S brakes/reverses, left/right or A/D steer, and Space activates drifting while held. Acceleration should build speed toward a normal maximum around 16; releasing the accelerator causes gradual coasting slowdown, braking can take speed negative to about -4, and steering should turn more strongly at speed. Holding drift only counts when moving faster than about 2 and steering; drifting increases steering responsiveness and fills a “Drift charge” meter from 0 to 100. Releasing drift after more than a small charge consumes the charge and gives an immediate burst, raising speed based on the stored charge; while the boost is active, briefly accelerate harder and allow a boosted maximum around 22. Reset charge when it is released into a boost. Do not make the visual boost pads alter this charge unless explicitly desired; the demonstrated boost is generated by releasing a charged drift. Build responsive on-screen HUD overlays above the 3D view. At the top left, use a translucent dark burgundy rounded panel with a thin warm border and shadow containing the uppercase title “DUST CIRCUIT” in cream/gold and the subtitle “Desert drift run.” At the top right, use a matching panel showing “LAP 1/3” and the elapsed time. Centered around the upper-middle of the screen at game start, display a large translucent/fading instruction card: “DUST CIRCUIT” and “WASD / arrows to drive · hold Space to drift · release to boost”; fade it out over approximately the first five seconds. Near the bottom center, display the uppercase label “Drift charge” and a rounded horizontal dark bar with a glowing orange-to-pale-yellow fill whose width reflects the current charge percentage. At bottom left, show the tip “Tip: chain long corners, then release drift for a burst.” On touch/mobile screens, show large translucent circular directional buttons along the bottom: left and right on the lower left, down and up on the lower right, plus a dark rounded rectangular “DRIFT” button; pressing and holding them should map to the same controls as the keyboard. Hide the touch controls on fine-pointer desktop devices. Use a portrait-friendly responsive layout matching the shown tall screenshot, but allow the 3D canvas and HUD to resize to any browser window. Styling should be polished and readable: translucent dark plum/brown HUD panels, cream typography, rounded corners, subtle borders and shadows, a sunset palette of orange, peach, maroon, sand, pale yellow, and purple accents. Keep the camera low enough that the player occupies the lower center foreground while the curved track and distant cacti are visible ahead. The game should begin immediately with the timer running and the player controllable, with no loading/menu flow required.