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Arcade › Dune Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Yogesh Chawla built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dune Drift yet. Play it, then tell Yogesh Chawla what you would add next.
Dune Drift was built by Yogesh Chawla 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 Dune 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.
Create a playable low-poly 3D arcade racing game titled “Dune Drift,” viewed from a third-person chase camera behind and slightly above the player kart. The entire scene is a warm stylized desert: use a flat sandy-orange ground extending beyond the track, matching orange sky/background, soft fog that fades the distance, strong warm sunlight and soft shadows. Build a narrow dark-brown racing track as a long straight strip running along the Z axis, with wider horizontal sections at both ends so it reads as a simple rectangular/U-turn-like course. Add raised pale-yellow edge strips along both long sides and across the two end edges. Place four bright cyan glowing boost strips across the track at intervals along the central straight. Dress the surrounding sand with sparse low-poly green cacti (central trunks and small arms) and chunky brown rocks, positioned outside the track. The player is a small green racing kart/car starting near the positive-Z end of the track, with two orange/red opponent karts ahead. Use low-poly racing-car visuals with simple colored placeholder kart geometry available immediately while detailed car models load: the player green, opponents orange and red. Add a start/finish gate at the positive-Z end with two red banner towers and a row of white barriers across the track. The camera should smoothly follow the player, positioned approximately 5.8 units high and 9 units behind its current position, looking toward a point about 1.8 units high and 6 units ahead; smoothly interpolate camera movement. Core driving: support keyboard W/A/S/D and arrow keys. Forward accelerates strongly, reverse/braking uses S/down, friction rapidly slows the vehicle when no acceleration is held, and clamp speed between -5 and 14 normally. Steering turns the heading, with turning scaled by speed. Keep the kart constrained within the track’s x bounds (about -7.2 to 7.2) and z bounds (about -27.2 to 27.2). The kart moves in the direction defined by its heading, rotates visually to match, and begins facing down the positive-Z direction. Support Space for powersliding, plus a large on-screen DRIFT button for touch devices. During a drift, when moving faster than 4 and steering, make the kart rotate more sharply and fill a drift-charge meter; while not drifting, charge gradually drains. When charge exceeds roughly 72%, releasing drift triggers a short boost: clear the charge, accelerate for about 0.65 seconds, and allow speed up to 20. The HUD meter should visibly fill from cyan toward pale yellow. Add two opponent karts that continuously travel down the track toward negative Z at slightly different speeds, wrap from the far negative end back to the positive end, and weave side-to-side using smooth sine motion within the track. They are visual traffic/rivals; the implemented game does not need collision combat, weapons, or health. Count a lap whenever the player crosses from either end of the course to the opposite end (crossing from below -22 to above 22 or from above 22 to below -22), and display up to LAP 3/3 while continuing the timer. Start the timer at 0 and show elapsed seconds to one decimal place. Overlay a fixed translucent dark-brown HUD over the 3D view. In the upper-left, show “DUNE DRIFT” in bold cream/gold lettering, “LAP 1/3 · 0.0s” style lap/time text, a thin horizontal drift-charge bar, and cyan “DRIFT CHARGE” label. In the upper-right show the exact instructional idea “WASD / ARROWS to drive” and “SPACE or DRIFT to powerslide.” Along the bottom, provide touch controls: circular left and right arrow buttons on the lower-left, and circular up arrow, rounded rectangular DRIFT button, and circular down arrow on the lower-right. Make controls dark brown with white symbols, subtle shadow, and active pressed feedback. Keep the aesthetic minimal, warm, clean, and arcade-like, with no extra menus or invented gameplay systems.