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Mudline Rally

  • 3d
  • rally
  • arcade
  • driving
  • low-poly
  • third-person
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How to play

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

Discussion

Nobody has said anything about Mudline Rally yet. Play it, then tell Botir Rb what you would add next.

Make your own game

Mudline Rally was built by Botir Rb 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.

Read the build brief for Mudline Rally

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 third-person 3D arcade rally game titled “Mudline Rally.” Use a rear chase camera following a small stylized low-poly green off-road pickup/truck, centered on a muddy brown rally track. The vehicle begins near the far end of the course at z≈72 and drives forward down the track toward decreasing z; the camera stays behind and slightly above it, looking toward the truck and road ahead. Keep the truck visually prominent in the lower/center foreground, with a broad dirt road narrowing into the distance through atmospheric fog.

World and art direction: build an earthy, low-poly outdoor scene with a muted blue-gray sky/background and fog. Make the surrounding terrain a wide undulating mud landscape with gentle procedural hills, colored dark brown, while the road is a distinct approximately 7-unit-wide reddish-brown mud strip. Add scattered stylized low-poly props beside the road: green cube-like trees, rocks, and one dead tree, arranged alternately along both sides. Use soft shadows, warm directional sunlight, cool ambient/fill light, rough matte materials, and simple geometric forms. Place three low rectangular dirt jump ramps on the centerline around z=22, -18, and -58. Place five checkpoint gates across the track at z=10, -8, -30, -52, and -76; each gate has two posts at x≈±4.3 and a top banner, alternating red and yellow/orange colors. The course ends after the player passes z=-82.

Vehicle and driving: load or create a compact stylized green pickup/off-road truck with a pale windshield, dark blue-gray bumper/lower body, yellow headlight/front accents, and side mirrors/wings. It faces down the track. Support keyboard controls: Arrow keys or WASD, with Up/W accelerating, Down/S braking/reversing, and Left/A or Right/D steering. Also provide on-screen touch controls: left arrow, down/brake, right arrow in a bottom-left cluster, and up/gas plus lightning boost in a bottom-right cluster. Buttons should be large rounded orange/gold touch buttons with dark symbols and a subtle darker pressed/shadow effect.

Driving physics should be arcade-like: acceleration is about 10 normally and 19 while boosting; normal top speed is about 16, boosted top speed about 24, reverse can reach about -5, and the vehicle naturally decelerates when throttle is released. Steering rotates the truck in the travel direction, clamps lateral x movement to approximately -3.1..3.1 so it remains on the road, and gives a slight body roll. Following the terrain, smoothly place the truck on the track surface. When moving faster than 5 over one of the three ramps, launch it into a brief jump lasting about 0.72 seconds with upward velocity, gravity, and visible airtime; otherwise smoothly settle it onto the road. Do not add combat, opponents, weapons, lives, or invented obstacles.

Boost: Spacebar or the lightning touch button activates boost only while boost energy remains. Boost increases acceleration and top speed, drains the boost meter at about 28 units/second, and when inactive regenerates at about 10 units/second up to 100. The boost button and Spacebar should be usable continuously while held.

Rules and HUD: start the timer when the vehicle is ready and display elapsed TIME with one decimal place. As the truck crosses each checkpoint in order while traveling down-course, increment the checkpoint counter, displaying CHECKPOINT 0/5 through 5/5. Once the truck passes the finish threshold near z=-82, stop the timer/gameplay and mark the run finished; a finish overlay is optional only if it does not obscure the existing HUD. Show the current boost energy as a horizontal orange/gold fill bar (100% initially) beneath the checkpoint readout. Use a fixed HUD over the canvas: top-left dark translucent title panel with an orange vertical accent and bold letter-spaced “MUDLINE RALLY”; top-right dark translucent rounded stats panel with right-aligned TIME and CHECKPOINT labels plus the boost bar. At bottom center, show a dark translucent pill hint reading “Arrow keys / WASD to drive • Space or ⚡ for boost”; hide this hint on narrow mobile screens. Make the game responsive and fill the viewport with no scrolling.

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