Arcade › Riot Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mohini Shetty built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Riot Circuit yet. Play it, then tell Mohini Shetty what you would add next.
Riot Circuit was built by Mohini Shetty 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 Riot Circuit 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-playable 3D arcade racing game titled "Riot Circuit". Use Three.js or an equivalent real-time 3D engine with a dark navy industrial/neon visual style, soft shadows, fog, bloom-like emissive accents, and a third-person chase camera following the player's small stylized race car from behind and above. The camera should smoothly follow the car and look toward the forward tangent of the track. Build one closed, oval-ish circuit: an elongated loop approximately 26 units wide-radius by 15 units deep-radius, with a roughly 9-unit-wide dark gray road over a very dark blue-green circular arena floor and a darker inner island. Add intermittent thin cyan center/road markings. Place about 14 roadside light posts around the circuit, with alternating cyan and pink glowing lamps. The scene should feel like a neon industrial street-racing arena, with blue ambient light, warm directional light, fog, and a cyan point light that follows near the car. The player starts near the beginning of the loop in the center lane, with three AI opponents already placed nearby. Use distinct stylized car models/colors: a main race car for the player, plus futuristic and hatchback-style rival cars. Cars should sit slightly above the road, cast shadows, and rotate to follow the curved track. The player can steer laterally between lanes, constrained to approximately -3.5 to +3.5 relative to the road center. Controls: W or Up Arrow accelerates (with a slower automatic throttle when not held), A/D or Left/Right Arrow steer, Space activates nitro, and E fires the currently held power-up. Provide touch/mobile buttons for left, gas, right, NITRO, and FIRE. Make the race last three laps. The player begins with 100 armor/health, zero score, and a default NITRO power. Give the car a speed that interpolates toward normal racing speed and temporarily increases while nitro is active. Nitro lasts about two seconds and creates cyan particle effects and a "NITRO IGNITION" toast. Award points continuously over time, 100 points for collecting a pickup, and 500 points when completing a lap. End the race when the player completes the third lap and show a finish overlay stating the score and remaining armor, with a RACE AGAIN button that resets cars, hazards, pickups, laps, score, armor, and countdown. Populate the circuit with the following visible interactive objects at fixed positions around the loop: destructible red barriers on the road, ramps, yellow banana-shaped hazards, a dark oil slick, and glowing floating octahedral pickups. Barriers reduce armor by 18, slow the player, disappear after impact, and create orange/red particles. Bananas make the car spin out, reduce speed substantially, disappear after impact, and show "SPIN OUT!". Oil makes the car spin and slows it but remains present, showing "OIL SLICK". Ramps should be visibly modeled as track ramps; they do not need additional physics beyond being scenery. Include glowing pickups of types nitro, rocket, shield, and boost at different track/lane positions. Collecting one makes it disappear, adds 100 score, and changes the current power display. Nitro/boost provide the temporary speed burst; rocket targets a rival, makes it spin and reduces its armor, with pink explosion particles and a "ROCKET HIT" message; shield restores up to 30 armor and shows "SHIELD REPAIRED". After using any power, return the held power to NITRO. Include bright particle bursts for impacts and power use. The start screen must be a full-screen dark translucent overlay with a centered rounded dark card. Display the heading "RIOT CIRCUIT" with CIRCUIT in pink, descriptive text: "High-speed arcade racing through a neon industrial circuit. Drift, boost, blast rivals, and take the shortcut.", and a large pink-to-orange gradient "START RACE" button. On starting, hide the overlay and run a 3-second countdown followed by "GO!" before movement begins. Use a fixed glassmorphism HUD over the 3D scene. At top-left show a rounded panel reading "RIOT CIRCUIT" in cyan and "SUNSET SPRINT · STREET LEGENDS" beneath it. At top-right show POSITION, LAP, SCORE, and ARMOR stats; display position as "1st", lap as "1/3" through "3/3", a four-digit padded score, armor as a number, and a lime-to-yellow horizontal armor bar. Center near the top show the current power name and the hint "Collect a glowing crate" or "BOOST READY" when applicable. Show temporary rounded toast messages such as pickup, lap, collision, and power notifications. Bottom-left show the exact driving hint concept: "WASD / arrows to drive · Space nitro · E fire power-up" plus "Drift the corners, hit ramps, steal shortcuts." Bottom-right show translucent rounded control buttons labeled with left arrow, up arrow, right arrow, NITRO, and FIRE. Make the interface responsive for narrow mobile screens, preserving the dark navy, cyan, pink, lime, and warm yellow/orange palette, rounded borders, bold condensed-looking typography, and high-contrast arcade presentation. Do not add extra game modes, weapons, tracks, or mechanics beyond this single three-lap circuit race.