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Arcade › Golden Apex

Golden Apex

  • 3d
  • racing
  • arcade
  • coastal
  • endless-loop
0
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6 plays

How to play

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

Discussion

Nobody has said anything about Golden Apex yet. Play it, then tell Med Ikrabmel what you would add next.

Make your own game

Golden Apex was built by Med Ikrabmel 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 Golden Apex 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 Golden Apex

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.

Rebuild “Golden Apex” as a browser-based 3D arcade racing game titled “Golden Apex // Coastal Run,” with the event name “Hairpin Rush.” Use Three.js or an equivalent WebGL engine and a third-person chase camera that follows the player car around a closed coastal circuit. The camera should be a moderately wide perspective view, positioned roughly 8 units behind and 4.2 units above the car, smoothly following and looking toward a point about 1.1 units above the track. Render with antialiasing, soft shadows, ACES-style tone mapping, a dark blue-gray atmospheric fog, and a sunset palette.

Build a closed, looping Catmull-Rom-style road from a sequence of broad bends and hairpins: the course winds around a coastal island/peninsula with a dark charcoal road approximately 8 units wide, pale concrete shoulders on both edges, repeated short cream center-line dashes, and metallic gray guardrails at the outside edges. Surround it with muted green ground, a blue ocean plane along one side/background, scattered low-poly gray-brown cliff rocks around the coastline, and a glowing pale-gold sun low in the distant sky. Light the scene with a warm directional sunset key light, cool blue fill/rim light, and shadows. The road should visibly read as a complete coastal loop rather than a straight track.

The player is an orange/red-orange race car loaded from a low-poly race-car model or an equivalent compact sports/racing car. Place it on the road at the start, with a soft dark circular contact shadow. Keep the car aligned to the track tangent and smoothly advance it around the loop. Steering should slightly rotate the car left/right relative to the road direction; use Arrow keys or WASD: Up/W accelerates, Down/S or Space brakes, and Left/A and Right/D steer. Speed accelerates toward a normal maximum of about 10.5 simulation units and naturally coasts down when throttle is released; braking slows it more strongly. Support Shift or N as nitro: while held with speed above a low threshold and nitro remaining, increase the maximum speed to about 17.5, drain the 0–100 nitro meter quickly, and show two bright cyan exhaust flames behind the car. When not boosting, recharge nitro gradually up to 100. Include touch controls on screens under about 700px: left and right buttons, brake/down, accelerate/up, and an N boost button, using large translucent rounded rectangular buttons near the bottom corners.

Add seven simple AI rival cars distributed around the loop ahead of and behind the player, producing a total field of eight racers. Use distinct body colors: crimson, blue/azure, lime, violet, silver, gold, and black. Each rival can be a simple low-poly boxy race car with a colored low body, dark blue-tinted cabin, four black wheels, and a soft circular shadow. Rivals continuously move around the same closed track at different slower speeds and occupy slightly offset lanes, remaining aligned to the road tangent. Track the player’s approximate position by comparing loop progress to rival progress and display it as a position out of 8. There need not be collisions, weapons, drifting physics, or detailed AI overtaking; the core mechanic is throttle/brake/steering, lap progression, racing the moving field, and managing nitro.

Create a persistent glassy HUD over the game. Across the top, show a rounded dark translucent panel with a thin pale border and subtle blur/shadow. At left, display the blue spaced label “GOLDEN APEX // COASTAL RUN” and beneath it the larger event title “Hairpin Rush.” At right, show three stat blocks: position such as “1 / 8,” lap such as “1 / 3,” and elapsed time such as “00:00.0,” each with a small uppercase letter-spaced label underneath. In the lower-right corner, show a large circular dark blue radial speedometer panel with a glowing center, the numeric speed in large white type, “KM/H,” the current gear from 1 through 6, and a nitro percentage with a horizontal cyan-to-white fill bar. Convert the simulation speed to displayed km/h approximately by multiplying by 22. In the lower-left, show the instruction “Arrow keys / WASD to drive · Shift / N to boost,” with the boost portion highlighted gold. Keep the overall visual style polished, minimal, futuristic, and dark navy with cyan, white, and gold accents, while the world uses warm sunset coastal colors. Keep the game running continuously in real time and update camera, car, rivals, lap, timer, speedometer, gear, position, and nitro HUD every frame. Count up to three laps as the player crosses the start area at speed; show the initial state as position 1/8, lap 1/3, time 00:00.0, speed 0, gear 1, and nitro 100%.

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