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Arcade › Mudline Rally
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Leo Bourne built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mudline Rally yet. Play it, then tell Leo Bourne what you would add next.
Mudline Rally was built by Leo Bourne 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 Mudline Rally 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 third-person rally driving game titled “Mudline Rally.” Use Three.js or an equivalent 3D engine with a fixed follow camera behind and slightly above the car, smoothly lerping to follow its position and looking at a point just above the vehicle. The environment is a stylized low-poly muddy hillside under a muted blue-gray sky/fog: a broad dark brown uneven terrain field, with an approximately 8-unit-wide lighter brown dirt track running forward from the starting area and bending through the landscape. Make the terrain gently undulate with small procedural height variations. Add soft shadows, warm directional sunlight, cool fill/rim lighting, ambient fog, and a simple polygonal aesthetic. The player drives a small stylized rally/race car, visually assembled from a low-poly racing-car asset or equivalent: compact red/pink body, four chunky gray wheels, and angular body panels/spoilers. Start it centered near the back of the course, at the beginning of a roughly 70-unit forward route. The car has arcade physics: acceleration while throttle is held, braking while brake is held, drag/friction, steering that turns the car based on its current speed, and a separate handbrake that adds strong slowing/drifting-style resistance. Smooth the steering input rather than snapping it. The car should rotate and lean slightly when steering and pitch slightly when airborne. Clamp the car laterally so it cannot move beyond the playable track corridor (about x=-4.15 to x=4.15), with a small bounce/reversal when it hits the boundary. Controls must work on desktop and mobile. Desktop: Arrow Left/Right or A/D steer, Arrow Up or W throttle, Arrow Down or S brake, and Space handbrake. Mobile: show four large touch buttons along the bottom—left and right steering buttons on the lower-left, brake/down and throttle/up buttons on the lower-right—and make them hold-to-use, with an orange pressed state. Include a start/restart button that begins or resets the rally at the starting position. Place visible low-poly course dressing without adding extra gameplay systems: alternating tall stylized trees along the outer sides of the route, red track barriers near the edges, several dark flat muddy puddles, and two long racing ramps crossing the course, one around the middle and one farther back. When the car crosses either ramp area at sufficient speed, launch it upward with a jump impulse and apply gravity until it lands on the uneven terrain. The puddles, trees, and barriers are scenery/visual hazards only; do not invent collision damage, lives, weapons, collectibles, or opponents. Build an orange finish gate at the far end of the route with two posts and a horizontal top beam. The goal is simply to reach this gate without leaving the playable corridor; when the car crosses the finish near the end, stop the run and show a completion message with the final time. Add a fixed HTML/CSS HUD over the canvas. At the top-left, use a dark translucent rounded panel with the gold uppercase title “MUDLINE RALLY” and subtitle “Reach the finish gate without losing the line.” At the top-right, use a matching dark panel with three readouts: elapsed TIME (one decimal), speed in KM/H (an arcade speed value derived from the car velocity), and COURSE progress as a percentage from 0% to 100%. On the initial screen, center a large white uppercase message split into lines: “CLIMB. LAUNCH. SLIDE.”, followed by the instructions “Arrow keys or WASD to steer • Space handbrake • Mobile buttons below” and a prominent rounded orange “START RALLY” button. Hide this message while racing. On completion, show a centered “STAGE CLEAR” message, a line such as “Time 12.34s • muddy but fast,” and a “RACE AGAIN” button. Keep the HUD readable over the scene with dark translucent panels, warm cream/gold text, orange action buttons, and responsive sizing for narrow portrait mobile screens.