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Arcade › Road Racers
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ethan Aploon built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Road Racers yet. Play it, then tell Ethan Aploon what you would add next.
Road Racers was built by Ethan Aploon 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 Road Racers 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 3D arcade racing game titled “Road Racers.” Use a third-person chase camera behind the player’s car, with smooth camera follow and a forward-looking view of the track. The scene should be a Bahrain-inspired desert circuit: a large sandy/tan ground plane, muted blue-gray sky with fog, a dark asphalt loop track about 10 units wide with pale intermittent center markings, a white start/finish stripe, alternating red and white curb blocks along both sides, simple grandstands outside a corner, and red banner towers near the starting straight. Use a clean stylized low-poly/asset-kit visual style with dynamic shadows, ambient hemisphere lighting, warm directional sunlight, and a slightly hazy atmosphere. Begin on a full-screen dark navy translucent setup menu with a centered rounded rectangular card. The card has the large heading “ROAD RACERS,” subtitle “Bahrain-inspired circuit • short competitive sprint,” and setup controls: a driver-name text field initially containing “Alex”; a Team dropdown with “Falcon Motorsport,” “Desert Racing,” and “Vertex GP”; a Car dropdown with “Audi RS3 — Audi Sport,” “Ford Focus ST — Ford Performance,” and “Toyota GR Supra — Toyota GR”; a Drive mode dropdown with “Auto” and “High Performance”; and a Race mode dropdown with “Practice,” “Qualifying,” and “Race,” with Race selected by default. Include a prominent yellow “Start Race” button and helper text: “Controls: W / ↑ accelerate · S / ↓ brake/reverse · A,D / ←,→ steer · R restart” plus “Mobile: use the on-screen controls.” Preserve the dark blue panel styling, thin blue borders, rounded corners, pale text, and yellow action button shown in the reference. When Start Race is pressed, hide the menu and place five cars on the starting grid: the player plus four AI opponents, arranged in staggered lanes. The player’s selected car should have a distinct color: Audi blue, Ford mint green, or Toyota red/pink. The opponents should be Ford, Toyota, Audi, and Ford, with their corresponding colored bodies. Use recognizable compact/sports car models if available, or make a simple low-poly car fallback with a colored rectangular body, dark cabin, and four wheels. Start a short 3-to-2-to-1-to-GO countdown before normal racing, while the cars and HUD are visible. The race is a three-lap sprint around the closed circuit. The player follows the curved track with arcade physics: W or Up accelerates, S or Down brakes, and A/D or Left/Right steer. Steering should alter the player’s progress around the circuit and visually rotate the vehicle; keep the handling forgiving and path-oriented rather than requiring full realistic tire simulation. The selected car has different performance: Audi acceleration 20, maximum speed 30, turn value 2.25; Ford acceleration 22, maximum speed 29, turn value 2.4; Toyota acceleration 19, maximum speed 33, turn value 2.05. Auto uses normal performance; High Performance multiplies acceleration and top speed by about 1.18. Apply drag, clamp speed to the selected car’s maximum, and show engine rev behavior. AI cars should continuously follow the racing line around the loop, accelerate toward car-specific target speeds, slow somewhat for corners, and have slightly varied skill so their ordering is competitive. Track race progress by lap and distance along the circuit, rank all five cars by total progress, and finish when the player completes lap 3. During the race display a minimal HUD over the 3D view. At the top left show a dark translucent pill reading “LAP 1/3 • P1/5” with live lap and position updates; at the top right show an elapsed timer formatted like “00:00.000.” Display the large centered countdown text during the start sequence. At the bottom left show a telemetry panel with a large speed value in KM/H, a gear and RPM line such as “1 • RPM 2400,” and a horizontal RPM bar transitioning green to yellow to red as speed rises. At the bottom right provide circular translucent blue on-screen controls: left, brake/down, accelerate/up, and right, plus a restart button with a circular-arrow icon. These touch controls must work by holding them, and keyboard controls must work on desktop. Pressing R or the restart button should restart the current race. On completion, stop the race and show a centered dark translucent “Race Results” overlay with a list of the five finishers ranked by total progress. Put the player’s entered driver name in the results, label the player’s row “FINISHED,” and include a yellow “Race Again” button that starts another race. Include a simple engine sound whose pitch rises with speed and is slightly higher in High Performance mode. Ensure the game is immediately playable, responsive on desktop and mobile, and maintains the visual hierarchy and dark blue/yellow motorsport UI of the reference.