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Ride Rivals

  • 3d
  • cycling
  • arcade
  • endless
  • racing
  • web
0
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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. Asep Edi Kurniawan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ride Rivals yet. Play it, then tell Asep Edi Kurniawan what you would add next.

Make your own game

Ride Rivals was built by Asep Edi Kurniawan 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 Ride Rivals 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 Ride Rivals

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 cycling game titled “Ride Rivals,” an arcade-style alpine group time trial called “Alpine Time Trial.” Use Three.js or an equivalent real-time 3D engine with a wide third-person camera positioned behind and slightly above the cyclist, looking forward down the road. The scene should fill the viewport with a pale blue sky/background and light atmospheric fog, with soft shadows and simple low-poly geometry.

Build an endlessly scrolling straight road. The road is a dark blue-gray rectangular strip about 8 units wide, divided into repeating 5-unit segments, with narrow pale shoulders on both sides and broad green grass beyond them. Put short pale yellow/cream dashed center markings along the road. As the cyclist moves, scroll the road/environment toward the camera and recycle segments so the course appears endless. Frame the route with sparse low-poly pine trees and occasional roadside highway/sign props on both sides, including a prominent sign structure on the right side in the forward view. Keep the composition uncluttered and alpine, with the horizon low and the sky occupying much of the image.

The player is a very simple stylized cyclist and road bike in the foreground, centered on the road. Model the bike from primitive shapes: two thin black torus wheels aligned across the road direction, a turquoise/teal frame and top tube, dark handlebars, and a blocky rider leaning forward over the handlebars. The rider has a teal torso/helmet, black head, and simple black legs. The cyclist subtly sways side-to-side while riding and the bike/rider animate with a rotating/rocking motion, but do not require steering or lane changing.

Place three simple rival riders ahead on the road, spaced into the distance and slightly offset laterally: one red/pink rider on the left, one yellow/orange rider on the right, and one purple rider farther ahead on the left. They can be primitive silhouettes consisting of a colored bike/body, dark head, and small rider group. Animate their positions subtly and recycle them when they pass behind the camera, preserving the feeling of three riders ahead in a group ride.

The core mechanic is holding a pedal input to increase speed and catch the group. The game begins idle until the player presses the Ride! button, holds the Pedal button, presses Space, or presses Enter to start. Once started, holding Pedal, Space, W, or Up Arrow accelerates toward a fast target speed; when not pedaling, the cyclist eases toward a slower cruising speed rather than stopping immediately. Clamp speed to zero through 15 internal units, display it as rounded km/h using a conversion of 3.6. Holding Brake, S, or Down Arrow subtracts speed rapidly and lowers the watts readout. Distance accumulates from speed and elapsed time and is shown in kilometers to two decimal places. Track elapsed time internally, but do not add an extra timer display that is not in the reference UI. The rider should be able to pedal with keyboard or by holding the on-screen touch button; support pointer/touch hold behavior and release cleanly.

Add a fixed overlay HUD over the 3D scene. In the upper-left, show a dark translucent rounded card with cyan uppercase “RIDE RIVALS” and the subtitle “Alpine Time Trial.” In the upper-right, show a dark translucent rounded statistics card with three columns: rounded speed and the label “KM/H,” distance with “KM,” and watts with “WATTS.” Start at 0 km/h, 0.00 km, and 80 watts. Center a small orange pill near the top that reports the current pace state: initially “GROUP RIDE · 3 RIDERS AHEAD”; when moving slowly show “GROUP RIDE · START PEDALING”; at a moderate speed show “CLOSING THE GAP · KEEP PEDALING”; and at high speed show “ON THE WHEEL · 3 RIDERS AHEAD.” Use the exact uppercase styling/wording implied by these states.

At the bottom center, show a dark translucent pill hint. Before starting, display “Hold PEDAL or press Space to push the pace”; after starting, change it to “Ride the line — pedal harder to catch the group.” Below it place three large rounded buttons: red/maroon “BRAKE,” teal/green “PEDAL,” and blue “RIDE!” Buttons should be touch-friendly, with subtle borders/shadows and a small pressed-state movement/darken effect. The Ride! button starts the ride, Pedal is a hold-to-accelerate control, and Brake is a hold-to-slow control. Keep the HUD responsive: compact spacing on small screens and larger buttons/cards on desktop.

Use a clean low-poly visual style with flat/simple materials, teal bicycle accents, dark asphalt, cream markings, green trees, a pale blue sky, warm directional sunlight, soft shadows, and fog. Do not add weapons, collectibles, crashes, laps, menus, lives, finish screens, steering, or other mechanics beyond the endless forward cycling, three rivals, speed/distance/watts feedback, braking, and pace messaging described above.

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