Arcade › Kaleido Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Luc Verte built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Kaleido Drift yet. Play it, then tell Luc Verte what you would add next.
Kaleido Drift was built by Luc Verte 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 Kaleido 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 browser-based 3D third-person collectible exploration game titled "Kaleido Drift". Use Three.js with a full-screen WebGL canvas, responsive resize, and a camera that follows a glowing player from behind at roughly 6 units distance with a 58-degree perspective view. The player is a small bright pink/magenta emissive icosahedron (faceted low-poly crystal/core) floating or moving just above the ground, with a thin cyan torus orbit ring around it; continuously rotate the core and ring. Movement should use WASD and arrow keys for drifting in the world, with Space for a jump/bounce using gravity, and provide a touch joystick on mobile. The player should move at about 4.8 units/second and jump with roughly 7 jump speed under gravity around -22. Build the environment as an open square neon dream-city circuit: a large dark violet 46x46 flat floor, with subtle emissive dark-purple material and a regular glowing purple grid made from lines spaced about 2 world units in both directions. Set the background nearly black-purple (#080014) with exponential purple fog. Light the scene with a pink/magenta hemisphere light, a cool cyan directional light, and animated pink and cyan point lights that create colored pools and reflections. Place four simple commercial low-poly city monolith/building models around the circuit, approximately at (-8,-6), (8,-8), (-10,9), and (10,8) in x/z coordinates; use purple/blue-lit blocky multi-story buildings with windows, softened by fog and neon lighting. Keep the central play area open. Scatter 22 collectible shards throughout the square, at random-looking x/z positions within roughly +/-11 and heights from 0.8 to 3.2. Each shard is a small faceted octahedron, visibly glowing, alternating among warm yellow, cyan, and hot pink materials. Make them bob vertically with a slow sine motion and spin continuously. When the player comes within about 1 world unit, hide/remove the shard and increment the score by one. There are no enemies, weapons, damage, lives, timers, or other hazards; the goal is simply to drift/bounce around and collect all visible shards. Also scatter 14 large thin decorative portal/orbit rings around the scene at random x/z positions, heights around 1-4, and varied orientations. Alternate cyan and pink colors, make them semi-transparent and gently spin/pulse, but do not make them interactive. Add a fixed, pointer-events-none HUD overlay. At the top left show the bold spaced neon-pink title "KALEIDO DRIFT" with a pink glow and below it the small cyan subtitle "NEO-TOKYO // DREAM CIRCUIT". At the top right show the white spaced label "SHARDS" and beneath it a large yellow glowing numeric score, initially 0 and increasing on collection. At the bottom center show a translucent dark-purple rectangular instruction panel with a thin translucent light border and the text: "WASD / ARROWS TO DRIFT · SPACE TO BOUNCE · TOUCH JOYSTICK ON MOBILE" in small spaced pale lavender lettering. On coarse/touch screens, position the hint higher above the bottom edge and slightly reduce its size. Use a saturated cyberpunk palette of black-violet, electric purple, hot pink, cyan, and luminous yellow; low-poly geometry, bloom-like emissive materials, fog, dramatic colored lighting, and a calm abstract neon arcade atmosphere. Ensure the game starts immediately in the scene and remains playable without loading screens.