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Arcade › Lost Time Racer
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Lost Time Racer yet. Play it, then tell Oleg Sidorkin what you would add next.
Lost Time Racer was built by Oleg Sidorkin 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 Lost Time Racer 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.
Recreate "Lost Time Racer" as a playable browser-based 3D arcade racing game in a dark neon time-race setting. Use a third-person chase camera behind and above a small red race car, following a closed winding spline course. The camera should smoothly follow the car, looking toward it; the car stays on the track-space path while steering moves it laterally across the roughly 7-unit-wide road, with a slight visual lean. Build the course as a dark charcoal ribbon over a deep purple-black ground, with a glowing yellow centerline, atmospheric fog, a black-purple background, stars, and dramatic red/orange and blue/purple lighting. Add trackside barriers on both sides, using mostly dark wall barriers with occasional red barriers, so corners and speed are readable. The core goal is to complete 3 laps before the countdown reaches zero. Start with the car stopped at the beginning of the loop. The player accelerates with W or Up Arrow, brakes/reverses with S or Down Arrow, steers left/right with A/D or Left/Right Arrows, and activates manual turbo while holding Shift or Space. Acceleration raises speed toward a difficulty-dependent maximum; releasing the accelerator applies friction, and braking reduces speed. Steering changes lateral position only while moving, clamped within the track. Turbo gives a temporary extra speed burst above normal maximum speed while consuming a visible boost meter; when not used, the boost meter slowly regenerates. Also support mobile/touch controls: left and right buttons, accelerate, brake, and a BOOST button. Populate the winding loop with interactive objects placed in the racing line. Place 12 floating yellow glowing octahedral Time Shards, alternating between the left and right sides of the track. When the car gets close, collect the shard, hide it, emit small yellow particles, increase combo, add a few seconds to the timer (scaling slightly with combo, capped per pickup), and restore boost. Reset all shard visibility each new race and each completed lap. Place six cyan glowing boost pads alternating sides; driving over one hides/deactivates it for the lap, gives a speed impulse, restores boost, and adds 1.5 seconds. Place five red/pink pulsing rectangular Time Rift hazards on alternating sides; hitting one has a cooldown, cuts speed substantially, removes 3 seconds, and resets combo. Place ten large translucent blue/cyan glowing checkpoint torus gates around the loop, with only the next gate highlighted brighter. Passing the next gate advances gate progress, increases combo, gives a small difficulty-dependent time reward with a combo bonus, restores some boost, and highlights the following gate. Display a brief status message for pickups, gates, boost pads, and rift hits. Include the time/ghost mechanic: record the player's position along the spline and lateral offset during each lap. After the first lap, show a semi-transparent purple ghost car replaying the player's previous lap. If the ghost is within about 5 world units, show a purple warning and drain extra time according to difficulty. Include five animated purple portal rings positioned around the course, rotating and glowing as environmental time anomalies; they are visual scenery rather than a separate interaction. Animate shards bobbing and rotating, portal rings rotating, and use yellow particle bursts on collection. Use three selectable menu difficulty modes before starting: ROOKIE starts at 65 seconds, drains time at 0.82x, has a lower speed cap around 31 and lighter ghost pressure; RIVAL starts at 55 seconds, drains at 1.0x, speed cap around 34 and stronger ghost pressure; LOST starts at 45 seconds, drains at 1.2x, speed cap around 37 and strongest ghost pressure. Completing a lap adds 10 seconds, capped at the selected starting maximum. Save a local best completion time separately for each difficulty and show it on the menu/HUD. Winning occurs immediately after lap 3; save the best race time and show a result screen. If time reaches zero, stop the race and show a loss result with the laps completed and race time; allow restarting. Create a monospaced, neon arcade HUD over the 3D scene. At the top center show a red-to-orange horizontal countdown bar and text such as "TIME: 65.0s | BOOST: 100%". Show gate progress at upper left, selected difficulty best time at upper right, transient status text below the timer, LAP 1 / 3 at bottom left, and a cyan glowing speed readout in km/h at bottom right. Show yellow shard reward/combo popups around the center and a purple ghost warning when the past self is close. The start overlay should be a very dark translucent screen with the glowing red title "LOST TIME RACER", the subtitle "Race against time — collect glowing shards to stay alive. Outrun your past self or time drains faster.", cyan control instructions, the line "Complete 3 laps before time runs out!", difficulty buttons (ROOKIE, RIVAL, LOST), and a large glowing red "START RACE" button. After winning or losing, show a dark result overlay with the outcome, laps completed, race time/combo, and a restart button. Keep the visual style high-contrast, sparse, and cinematic: black/purple space, red title and hazards, yellow time shards, cyan boosts and HUD, blue checkpoint gates, and a red car.