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Arcade › Rivalry Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Thiago Patrício built it with Cinevva, so it works on a phone or a tablet too.
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Rivalry Rush was built by Thiago Patrício 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 Rivalry Rush 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.
Recreate "Rivalry Rush" as a playable third-person 3D arcade kart racer in a Brazilian meme/YouTube Grand Prix theme. Use a dark purple night arena with fog, dramatic neon lighting, and a large closed elliptical circuit. The track should be approximately 34 units wide-radius by 22 units deep-radius, about 9 units wide, made of dark gray road segments with alternating red-and-white curbs. Put the track on a broad dark-purple circular ground plane, surround it with sparse purple/red billboard-like rectangular panels, and add a black-and-white checkered start line. Use a chase camera positioned behind and above the player, smoothly following the car around the circuit and looking ahead along the racing line; perspective should clearly show the car, road, curbs, obstacles, and arena. Light the world with purple/blue ambient fill and a warm directional key light, with soft shadows, fog, tone-mapped saturated colors, and chunky arcade geometry. The player is Dileira, represented by a red race kart/car, starting at s=0 in the center lane. Include three rival cars on the circuit: Doutora Dani in hot pink, Renato Cariani in orange, and Lord Vinheteiro in brown. They start slightly ahead at staggered positions and drive continuously around the track at roughly 15–16 speed, while the player can reach about 22 normally. Cars should be aligned tangent to the elliptical track and visibly cast shadows. If detailed car assets are unavailable, use a chunky low-poly race car made from a colored rectangular body and four black wheels. Core gameplay: start from a full-screen Portuguese title overlay. The menu is a centered dark navy/purple card with a bright yellow 3px rounded border, purple drop shadow, and a radial purple-to-near-black background overlay. Show the title "RIVALRY RUSH" in large yellow uppercase letters with a red offset shadow. Display the text: "Uma corrida arcade brasileira onde cada curva vira meme. Você é a Dileira: buzina, caos e guspe tático no asfalto." Below it show the controls hint: "Acelere com ▲ ou W • vire com ◀ ▶ ou A D • turbo no ⚡/Shift • Guspe no Espaço" and a green button labeled "COMEÇAR A BAGUNÇA". Clicking it hides the menu, resets the race, and displays a short toast "VALENDO!". Drive with Arrow Up/W or the on-screen yellow ▲ hold button to accelerate. Arrow Down/S is a brake. Steer left/right with Arrow keys or A/D, and provide touch-friendly on-screen buttons: purple ◀, red ⚡, purple ▶, yellow ▲, and green 💚. The car moves along the oval by advancing a distance value, while steering shifts its lateral lane position and clamps it to the 9-unit road width (approximately -3.5 to +3.5). Acceleration ramps speed up, releasing throttle causes gradual slowdown, braking slows more strongly, and speed cannot go below zero. Press Shift/E or the ⚡ button to activate a brief 1.3-second turbo: show the toast "TURBO DE MEME!", temporarily add strong acceleration and allow a higher speed cap. Press Space or the green 💚 button once to drop a bright glowing green circular "guspe" puddle at the player's current track position and lane. Show the toast "GUSPE TÁTICO!". The puddle lasts 8 seconds, fades over time, and slows any car/player crossing within roughly 2.8 track units and 2 lane units. Place 26 chunky warning obstacles around the course, mostly at alternating lanes near +/-3.6: short square yellow or green blocks with varied heights and slight rotations. If the player comes within about 2.5 track units and 1.8 lane units of one, sharply reduce speed, trigger a brief 0.55-second spin/stumble state, and show "BATEU NO OBSTÁCULO!". The player cannot steer normally while spinning. Obstacles and puddles should be obvious hazards but not obscure the road. The race is three laps. Wrap the player's distance around the closed ellipse and increment the lap at each crossing; show "VOLTA 1/3", then 2/3 and 3/3. After crossing beyond lap 3, stop gameplay, show "CHEGADA!" followed by "VOCÊ VENCEU O CAOS!", then return to the menu after a short delay with the button relabeled "CORRER DE NOVO". Rivals continue moving around the track during play. Calculate the displayed place as first plus the number of rivals whose track distance is ahead of the player. Keep a fixed HUD layered over the 3D view. At top left use a pill-shaped gradient brand badge reading "▶ YOUTUBE GRAND PRIX". At top right show three dark translucent rounded statistic pills with colored/white outlines: thumbs-up "12.4K", comments "321", and bell "98%"; increment these modestly with race progress as in a playful social-media broadcast. Center near the top show the current lap in bold white with black shadow and underneath the yellow subtitle "1º • TOURETTE CIRCUIT" (update the place number). At bottom left show a dark translucent rounded power panel with yellow border reading "💚 GUSPE NA PISTA" and the small hint "Espaço / botão verde: zona lenta". Use bold Arial-like sans-serif text, rounded cards and buttons, vivid yellow/red/green/purple UI colors, button depth shadows, and short large center-screen toast messages for turbo, puddle, impacts, lap changes, and victory. The overall feel should be fast, colorful, slightly chaotic, humorous, and arcade-like rather than realistic.