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Arcade › Ramp Streak
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Adam Helweh built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ramp Streak yet. Play it, then tell Adam Helweh what you would add next.
Ramp Streak was built by Adam Helweh 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 Ramp Streak 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-based 3D arcade stunt-driving game titled “Ramp Streak,” using Three.js or an equivalent real-time 3D engine. Use a low, centered chase camera behind a small race car, looking forward down the track; smoothly follow the car and move farther back/higher while it is airborne. The car begins near the bottom of the course at z=-27 and continuously drives forward along the z axis, with no manual braking or reverse. Build an effectively infinite city stunt route by recycling several long road chunks ahead of the car as it progresses. Each chunk should contain a dark rough asphalt road about 8 units wide, gray sidewalks/shoulders, repeated cross streets and crosswalk markings, lane stripes/tire marks, office/apartment blocks, distant skyscrapers, street lights, roadside pine trees, billboards, and occasional parked/police cars. Give the scene muted, realistic low-poly materials: hazy gray-blue sky/fog, rough asphalt and concrete, subdued green grass, concrete-and-glass buildings, soft directional daylight, shadows, and gritty worn surfaces. The central mechanic is repeated ramp jumps and precision landings. Place a broad dark metal launch ramp in the center of each repeated course segment, supported by concrete side structures and marked with two yellow stripes. The ramp rises roughly 3.2 units over 10 units of travel and launches the car into the air. Ahead of it, provide a wide green landing pad/runoff area; landing within the pad width (approximately x=-6.8 to 6.8 and the valid landing distance) counts as a successful clean landing, while landing outside the green pad is safe but resets the streak. The car should remain airborne under gravity, with steering still possible in the air. Going off course should produce a crash state with camera shake, smoke and sparks, a tilted damaged-car presentation, crash sound, and streak reset. After a normal landing, slow the car briefly and automatically reset/relaunch it from the starting position after a short delay so the player can attempt the next jump; the road itself should continue endlessly through recycled chunks rather than visually teleporting the whole world. Use physics that feel arcade-like: left/right velocity accelerates with steering and damps on the ground, steering is weaker in the air, horizontal movement is clamped to the road, and forward speed gradually increases. Holding turbo increases forward speed up to a higher cap and consumes turbo meter; releasing turbo gradually replenishes it. Trigger a boost sound periodically while boosting. Include procedural or synthesized audio that reflects speed: a sawtooth engine hum whose pitch/filter rises with speed and turbo, wind noise that grows when fast or airborne, and tire squeal during hard ground steering. Include separate boost, successful-score, and crash effects/sounds, unlocking audio after the first keyboard or touch interaction. Implement keyboard controls: A or Left Arrow steer left, D or Right Arrow steer right, Space/W/Up Arrow hold turbo, and R reset the car and streak. Implement mobile touch controls as three large hold buttons along the bottom: left arrow, circular orange TURBO button, and right arrow. Buttons should visibly press while held and support pointer/touch input. Add a fixed translucent HUD over the game. At the top show four dark rounded stat cards labeled Credits, Row, Turbo, and Heat. Credits should display “∞ CR” (the game state uses infinite credits), Row should show the current streak and “/ 3” until the streak reaches three, Turbo should show a percentage beginning at 100%, and Heat should show three star slots, filling from zero to three as the streak builds; heat changes color toward red at maximum. Show a centered dark translucent message panel below the stats with a large gold all-caps title and a smaller explanatory line. Use messages such as the initial “RAMP STREAK,” “BIG AIR,” “LANDED,” “SAFE LANDING,” “CRASH!,” and “RESET,” explaining that the objective is to land three cars in a row and that the green pad preserves the streak. Put a small rounded help pill above the controls reading “A/D or ◀/▶ steer · Space = turbo · R = reset car.” Use shadowed 3D geometry and loaded low-poly asset models where available: a Kenney-style race car for the player, pine trees, commercial skyscrapers, and police cruisers with separately flashing red/blue siren lights when heat is active. Add rotating gold coin-like roadside money markers and simple billboard boards as scenery only. Keep the art and interface clean, readable, and responsive across desktop and mobile, with the game canvas filling the viewport and safe-area-aware bottom controls. Expose game state hooks if supported: a getter reporting credits, streak, attempts, successes, best streak, turbo, heat, boosting, infinite-map segment, car physics, crash effects, camera shake, and audio status; and a setter allowing patches to credits, streak, turbo, heat, car fields, or a full reset.