Arcade › Midnight Circuit
midnight car game
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Slicss Slicx built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Midnight Circuit yet. Play it, then tell Slicss Slicx what you would add next.
Midnight Circuit was built by Slicss Slicx 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 Midnight 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 playable 3D driving game titled “Midnight Circuit,” viewed from a smooth third-person chase camera behind and slightly above a sports sedan. The setting is a dark midnight city rendered in a minimal neon/low-poly style: a huge wet, reflective dark ground plane, a repeating city grid of broad black roads crossing at regular intervals, pale lane markings, gray sidewalk/block slabs, distant fog, and a deep navy-black sky/background. Populate the city with repeated commercial skyscraper models around the road blocks and streetlight models along the main roads. Use cool blue moonlight and cyan/blue illumination with a small amount of pink neon accent lighting; the overall image should be predominantly black, navy, gray, and electric blue. The car should cast/receive shadows and the wet ground should have a glossy, metallic reflection quality. The player controls the sports sedan with WASD or arrow keys: accelerate with W/Up, brake/reverse with S/Down, and steer with A/D or Left/Right. Steering should affect yaw more strongly once the car is moving, with velocity-based movement, friction, lateral grip, a speed cap, and clamped movement inside the city bounds. Space activates a handbrake drift: reduce lateral grip and make steering more responsive, allowing sideways sliding. While drifting above a moderate speed, accumulate a drift score; releasing the drift converts that score into cash and XP. Display speed in KM/H and derive a simple gear indicator: neutral at near-zero speed, then gears 1–6 based on speed. Build a large navigable orthogonal road network extending roughly 360 by 360 world units, with roads spaced about every 30 units. Add short white lane dashes repeatedly along the roads and sidewalks/blocks between them. Place about 18 civilian cars using sports-car models, traveling continuously along horizontal or vertical lanes, wrapping around the city edges. Civilian collisions/near contacts should slow the player slightly, increase the wanted level, and cause a small amount of damage. Track a damage value internally even though the HUD does not need a damage meter. When the wanted level rises above 2, periodically spawn up to four police cars near the player; police vehicles should chase the player directly, slow the player on contact, and increase wanted further. Wanted is capped at five levels and shown as five star icons, filled red/pink stars for the current level and outlined stars for the remainder. Start the player with