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Arcade › Neon Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. danieljohnmccutcheon built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Neon Drift yet. Play it, then tell danieljohnmccutcheon what you would add next.
Neon Drift was built by danieljohnmccutcheon 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 Neon 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-playable 3D endless lane-runner called “Neon Drift.” Use Three.js with a third-person chase camera looking down a straight three-lane neon road. The player drives a small stylized low-poly boxy car automatically forward; place it near the bottom center of the view, with a dark blue body, raised cabin, black wheels, and a bright cyan glowing accent strip. The camera should smoothly follow the car’s horizontal movement and look toward the road ahead. The world is dark and futuristic: a deep navy/black foggy sky, a long very dark blue road, near-black shoulders, glowing cyan-blue segmented lane markers, and procedural blocky city buildings on both sides. Buildings should vary in width, depth, height, and placement, with sparse bright blue window strips; they scroll backward with slower parallax than the road to create depth. Keep the road straight and clear of scenery collisions. The core loop is automatic forward motion: continuously increase distance and score while the player dodges traffic dumpsters and collects coins. Spawn green, boxy wheeled dumpsters ahead in the three lanes. Each dumpster has a rectangular body, slightly angled lid, yellow safety stripe, and small dark wheels. Traffic must remain fair: never create a full wall across all three lanes; most spawns use one lane, and later patterns may occupy two lanes while always leaving one open lane. Move obstacles toward the camera to simulate forward travel, remove them after they pass, and gradually make the game harder by increasing base speed and spawn frequency over time. One collision with a dumpster ends the run. Spawn gold metallic coin discs in random lanes ahead of the car. Coins should visibly rotate as they approach; collecting one increases the coin counter and adds 100 points. Score should also increase continuously from distance (distance traveled multiplied by roughly 2.2). Start speed around 18, ramp it over time toward a maximum around 45. Holding Boost raises speed by about 22%; holding Brake reduces it to about 72% of the current calculated speed, with clamping so the player can slow to around 10 but not stop. Include a police pursuit mechanic. If the player maintains speed at or above 40 for about 0.35 seconds, spawn a police car behind the player and show a Wanted HUD pill. The police vehicle is a dark low-poly car with a white door/body panel, raised cabin, black wheels, and alternating red/blue flashing roof sirens. It follows the player’s lane with noticeable lag, moves closer when the player is speeding, and can catch/bust the player if it gets too close; being caught ends the run with a “BUSTED” result. The Wanted panel should use a red-tinted pulsing style, display “COPS! SLOW TO 20,” then show “ESCAPING…” when speed is at or below 20. Fill an escape progress bar while the player stays at or below 20 for one second, then remove the cops. Police can also collide with a dumpster and crash, removing the pursuit and awarding a small 250-point bonus. The player still loses immediately if their own car hits a dumpster. Build a clear responsive HUD over the 3D scene. At the top, show translucent dark rounded pills for Score, Coins, and Speed on the left. On the upper right show Record with a horizontal progress bar comparing current score to the best score, and store the best score in localStorage under a browser key so it persists between runs. When cops are active, show the Wanted label/text and progress bar beneath Record. Include a small instruction line such as “Touch: swipe/tap left or right to change lanes • On-screen Boost/Brake • R to restart.” On touch devices, provide invisible left and right halves of the screen for tap/swipe lane changes plus visible bottom buttons labeled BRAKE and BOOST; buttons work while held. On desktop hide the touch UI and support keyboard controls: A or Left Arrow changes one lane left, D or Right Arrow changes one lane right, W or Up Arrow holds Boost, S or Down Arrow holds Brake, and R restarts after a crash. Lane changes should be smooth and limited to the left, center, and right lanes. Use a full-screen start overlay at launch with a dark translucent blurred card, blue border, and the title “NEON DRIFT.” Show the subtitle “Dodge traffic. Grab coins. Go fast.”, explain Swipe/Tap lane changes, Boost/Brake speed control, R restart, and keyboard alternatives, then provide a large Start button and a note that tapping enables sound. After a crash, replace the title with “CRASHED”; after police capture use “BUSTED.” Show final Score and Coins, indicate a new record when applicable, and change the button to Restart. Tapping after a crash should restart. Add lightweight procedural audio using Tone.js, unlocked by the first click or key press: a small synth bleep for coin collection, a short noise/synth crash sound for collisions, and looping mellow electronic background music with bass, triangle lead/arpeggio, kick, and hi-hat around 122 BPM. Fade the music in when a run starts and fade it out on game over. Use responsive mobile-safe styling, prevent page scrolling/zooming during play, and preserve the neon blue, glass-panel, foggy low-poly aesthetic shown in the reference screenshot.