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Pocket Drift

  • 3d
  • driving
  • racing
  • arcade
  • mobile
  • low-poly
  • drift
0
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4 plays

How to play

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

Discussion

Nobody has said anything about Pocket Drift yet. Play it, then tell owencurcio what you would add next.

Make your own game

Pocket Drift was built by owencurcio 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 Pocket 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.

Read the build brief for Pocket Drift

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 mobile-first 3D low-poly driving game titled “Pocket Drift” using Three.js or an equivalent real-time 3D engine. Use a third-person chase camera behind and slightly above a small red/pink Kenney-style race car, with the car centered low in the view and the camera smoothly following its heading and speed. The camera should look ahead of the car; at higher speed it pulls farther back and rises slightly. Set the scene outdoors under a bright blue sky with light fog, a large flat green grass field, simple directional/hemisphere lighting, soft shadows, and a stylized toy-like city made from low-poly assets.

Build a broad city road network from dark charcoal asphalt strips with white lane markings and darker shoulders: a long central north-south road, north and south horizontal avenues, west and east loop roads, and a middle cross street. Place white road-barrier tiles along/around the roads, plus stylized multi-story commercial buildings around the perimeter and at several inner locations, green blocky trees beyond the roads, and orange traffic cones near road edges and turns. The playable world should be open and spacious, with a world boundary around ±72 units. The car starts on the central road at approximately (0, 24), facing toward negative Z.

Core driving: the player holds GAS to accelerate, with acceleration around 10.5, speed limited to roughly -7 through 21, and natural drag that is stronger off-road than on asphalt. BRAKE applies strong deceleration around 18 and should be useful before corners. Steering is left/right, smoothed rather than instantaneous, and turns the car more strongly as speed increases; reverse steering should work according to travel direction. Move the car according to its heading and speed. Driving off the roads is allowed but slows the car substantially. On hitting a traffic cone or the outer world edge, push/bounce the car away, reverse/dampen its speed, increment a collision count, and display a brief bump/crash message; play a short impact sound after the user has interacted once.

Include three selectable modes in the HUD. Race mode is the default: show ten glowing cyan circular checkpoint rings distributed around the city loop at these approximate positions, in order: (0,12), (0,-18), (24,-36), (32,-6), (32,24), (0,28), (-32,24), (-32,-6), (-24,-36), (0,-36). Each ring is a flat torus on the ground, pulses/rotates subtly, and the next/current checkpoint is emphasized. Checkpoints only count when the car enters the current ring radius (about 5 units); completed rings turn yellow/dim, and future rings remain cyan. Race HUD reads “Checkpoints” and progress such as 0/10, plus elapsed time. On collecting all ten, stop the race, preserve the finish time/best time, and show a completion message such as “Finished in X.Xs — tap Reset to race again.”

Free Drive mode hides all checkpoints and lets the player cruise and practice around the city; show “Mode: Free” and the elapsed drive time in the top HUD. Drift mode hides checkpoints and runs for 60 seconds. While moving faster than about 7 speed units, award drift points continuously based on hard steering: score rate should be proportional to absolute steering input times speed above 7, and only award when that drift power exceeds about 0.8. Show the accumulated drift score as the middle stat and remaining time as the right stat. At 60 seconds mark the mode finished and display the final rounded points with a reset prompt.

Create an unobtrusive but prominent HUD over the 3D view. At the top center, show three dark translucent cards labeled SPEED, CHECKPOINTS (or MODE/DRIFT), and TIME (or DRIVE/LEFT), with large white values. Speed is a display conversion of absolute physical speed (approximately speed × 12, rounded). Beneath it, show a centered dark translucent instruction/status banner initially reading “Hold GAS and steer. Hit all 10 glowing checkpoints.” Update it for mode descriptions, checkpoint collection, bumps, and completion. Add Race, Free Drive, and Drift mode buttons near the top, with the active mode highlighted in cyan/blue, and a red Reset button.

For touch/mobile controls, place large translucent controls along the bottom: left and right arrow steering buttons on the lower left, and red BRAKE plus tall green GAS buttons on the lower right. Controls must support press-and-hold using pointer events/pointer capture so steering, gas, and brake can be held independently with multiple touches; releasing/canceling a pointer releases only its own control. Prevent page scrolling/zooming and account for safe-area insets. Buttons visibly change while active. Also support keyboard controls: W or ArrowUp for gas, A/D or left/right arrows for steering, S/ArrowDown/Space for brake, and R to reset. Include a reset action from the on-screen button and reset the selected mode to its starting conditions. Keep the overall visual style clean, bright, low-poly, arcade-like, and optimized for a phone screen while also scaling to desktop.

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