Arcade › Ridge Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sefi 100 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ridge Run yet. Play it, then tell Sefi 100 what you would add next.
Ridge Run was built by Sefi 100 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 Ridge Run 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 playable third-person 3D arcade driving game titled "Ridge Run". Use a low-poly, stylized outdoor course viewed from a smooth chase camera behind and slightly above the player car. The environment is a large open green field under a pale blue sky with atmospheric fog. Scatter simple low-poly pine trees made from brown trunks and dark green conical crowns around the course, plus faceted gray rocks. Use soft shadows and bright, cool outdoor lighting. Build the course as a closed looping track made from a smooth winding spline, with a roughly 15-unit tan/gray shoulder ribbon and an approximately 11-unit dark charcoal road surface on top. Add a dashed white center line made from repeated short rectangular road markings following the curve. The loop should wind through several broad left and right bends in the open field rather than being a straight road. The player is a compact colorful sports hatchback positioned on the road, rendered in a chunky low-poly style. Use a loaded hatchback sports-car model if available, enlarged to readable game scale, with a dark bluish translucent cabin/windshield-like box and visible shadowing. The car begins near the start of the loop facing along the course. Its movement is arcade-like: throttle accelerates forward up to about 39 speed units, braking slows it and permits reverse down to about -10, and passive drag reduces speed. Steering is controlled with left/right input and becomes stronger at speed. The car rotates toward its driving direction and has a subtle body roll/tilt. Keep the player within a soft circular world boundary; if it reaches the boundary, constrain it and reduce speed. Place eight glowing cyan-blue checkpoint gates around the loop at spaced positions. Each gate consists of two narrow vertical posts and a horizontal top beam spanning the road, with emissive blue material so the intended route is very clear. The player must pass the gates in order; begin at checkpoint 1 and advance to the next gate when within approximately 7 units of the current gate, wrapping back to 1 after gate 8. Display a short on-screen confirmation such as "CHECKPOINT N CLEARED" when a gate is cleared. At game start, show the instruction "FOLLOW THE BLUE GATES" near the upper center. Add eight orange traffic cones as simple obstacles, alternating on the left and right side of the road at different points around the loop. When the car comes close to a cone, reduce its speed noticeably and make the cone rotate slightly as feedback, but do not add weapons, opponents, lives, or a health system. The core goal is simply to drive the course, follow and clear the blue gates, and practice drifting. Support keyboard controls: W or Up Arrow accelerates, S or Down Arrow brakes/reverses, A or Left Arrow steers left, D or Right Arrow steers right, Space activates drift, and R resets the car at its current course progress with zero speed. Also provide touch controls for coarse-pointer/mobile users: left and right steering buttons, brake/down, gas/up, and a drift button. While drifting, cap maximum speed lower (about 28), amplify steering, and allow a drift score to build when the player is steering while moving quickly; display the score once it exceeds 10 points, otherwise show "READY". The drift score should gradually decay when not drifting. Create a fixed HUD over the 3D view. In the top-left show the spaced uppercase brand "RIDGE RUN" and the subtitle "ARCADE DRIVE // OPEN COURSE". In the top-right show three dark translucent rounded panels with cyan/white text: Speed with a large numeric value in KM/H (convert the movement speed so typical display values are in km/h), Checkpoint showing the current checkpoint out of 8, and Drift showing READY or the current drift points. Near the upper middle show the current course instruction/status message. Along the bottom center show a dark pill-shaped hint reading "WASD / ARROWS drive · SPACE drift · R reset"; on touch devices position this hint above the touch buttons. Use a clean modern bold sans-serif UI, subtle shadows, translucent navy panels, pale cyan accents, and responsive layout. The final visual should resemble a polished but simple low-poly arcade driving prototype with the car large in the foreground, the road and next blue gate visible ahead, and no debug overlays.