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Arcade › Night Pursuit
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 Night Pursuit yet. Play it, then tell Oleg Sidorkin what you would add next.
Night Pursuit 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 Night Pursuit 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.
Rebuild a playable browser game titled “Night Pursuit” as a low-poly 3D endless neon highway chase. Use a third-person chase camera positioned behind and above a chunky cyan/bright-blue SUV, looking forward down the road. The SUV should auto-drive continuously; the player only steers laterally, with no throttle or brake. Support Left/Right arrow keys and A/D, plus two large touch buttons fixed at the bottom-left and bottom-right labeled with white triangular arrows. Smoothly ease the chase camera and make the SUV lean/tilt slightly in response to lateral steering. Scene and rendering: make the scene very dark with a near-black navy background, strong exponential night fog, low ambient/moon illumination, shadows, and flat-shaded low-poly geometry. Use a cyberpunk palette of emissive cyan, magenta, electric blue, yellow, white, and occasional red. The road is a long dark asphalt strip about 14 units wide, with glowing cyan strips along both edges and a dashed white center line. Beyond the road are black ground planes and a distant low-poly skyline of irregular block buildings in dark blue, cyan, and magenta, some with light-colored rooftop slabs. Populate both roadside verges with repeating/recycled low-poly props: tall billboards with cyan or magenta faces, cyan streetlights, traffic lights with red/yellow/green lamps, market stalls with colored roofs, dumpsters, blue/yellow barrels, and magenta/white cones. Keep the world moving/recycling so the drive is effectively endless. Player vehicle: model a large chunky low-poly SUV/monster-truck silhouette. It has a broad cyan body, four large black wheels, a transparent/emissive pale-blue cabin, a white roof and hood, gray front/rear bumpers, black grille and roof rack, and bright white headlights. Add actual forward SpotLights and visible translucent cone-shaped headlight beam meshes. Place the player at the camera’s foreground and keep it centered on its current lateral road position; clamp it within the road, allowing five approximate lanes (left through right). Chase target: place a smaller red rival SUV ahead of the player. Give it a black rear spoiler and two magenta/red tail lights. The rival continuously oscillates gently side-to-side while maintaining a dynamic lead of roughly 56–67 meters ahead. Show the distance between the rival and player as the “Gap” HUD value. Core gameplay: automatically move the player forward at a fast base speed (roughly 28 world units/sec initially, accelerating toward about 52; display speed as the world speed multiplied by four in km/h). Spawn and recycle 12 road hazards ahead of the player, choosing among low-poly magenta cones, blue barrels with yellow bands, cyan-lidded dark dumpsters, and yellow traffic blockers with magenta diagonal stripes. Place hazards randomly in one of five lateral lane positions with slight random offsets, and recycle them far ahead once they pass behind. Detect a hit when the player and an obstacle overlap longitudinally (within about 2.35 units) and laterally; each hit increments Hits, reduces speed by about 10 (with a minimum around 20), and nudges the vehicle sideways. Briefly display the exact warning message “Impact! Stay on the glow lane.” after a collision. There is no health/game-over screen in the shown mechanics; hits simply accumulate and reduce the speed target slightly. Progression: place large checkered finish-line arches across the road at intervals of roughly 180 units, initially beginning ahead of the player and then recycling to remain ahead. Each arch has white side posts and a white top beam decorated with alternating black/white checker blocks, plus a cyan glow above it. When the player crosses an arch, increment the checkpoint counter, add 100 score internally, and briefly show “Checkpoint 1”, “Checkpoint 2”, etc. Continue endlessly. HUD: overlay a fixed translucent dark rounded panel at the upper-left with a thin cyan border/glow. It must read “NIGHT PURSUIT” in spaced uppercase cyan text and show four rows: “Speed” with a bright magenta value such as “181 km/h”, “Checkpoint” with the current count, “Gap” with the current distance and “m”, and “Hits” with the cumulative collision count. Put a centered top pill-shaped notification with a subtle magenta border/glow that fades in for the opening prompt “Chase the rival. Miss the junk.” and for collision/checkpoint messages. At the bottom center show a rounded translucent hint reading “Steer only — left / right or touch pads”. Keep the UI legible over the very dark scene and responsive for desktop and mobile screens, including safe-area spacing on mobile. Start immediately in motion with the rival visible ahead, hazards, road markings, arch, foggy skyline, roadside neon props, headlights, and HUD all active. Preserve the arcade feeling: fast forward motion, glowing road edges, dark moody atmosphere, smooth steering/camera follow, and simple dodge-the-junk gameplay.