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Arcade › Road Rage
Click the game above and it runs right here in your browser. No download, no installer, no account needed. J Maa built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Road Rage yet. Play it, then tell J Maa what you would add next.
Road Rage was built by J Maa 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 Rage 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-based Three.js arcade driving game titled “Road Rage,” with the playful in-game subtitle/prompt “Need for Peed.” Use a third-person chase camera positioned behind and above a small red sports car, looking forward down an endless straight highway. The scene should have a bright blue sky with exponential distance fog, a simple low-poly city skyline made from blocky buildings on both sides in the far distance, green grass shoulders, and a dark gray road. The road is 16 units wide and is divided into four lanes centered approximately at x = -6, -2, 2, and 6. Add short pale-yellow dashed lane markers, repeating as the road scrolls toward the player, so the highway feels endless. Use bright, simple low-poly arcade materials, soft ambient/hemisphere lighting, and shadows where supported. The player car is a bold red blocky sports car fixed near the front of the view at the player’s forward position: a red rectangular body, raised light-blue transparent cabin/windshield, red rear spoiler, and four black cylindrical wheels. It drives forward automatically while the road, traffic, and pickups move toward the camera/player to simulate forward motion. The player can steer continuously left and right across the road, constrained to the highway width; smoothly interpolate the car toward the steering position and tilt it slightly while turning. Support A/D and Left/Right Arrow for steering. Support W or Up Arrow for temporary acceleration and S or Down Arrow for braking. Pressing P toggles pause. The game should begin in an idle start state and start when the player presses a steering or acceleration key. Spawn bright, randomly colored blocky traffic cars ahead of the player in random lanes. They should have a colored rectangular body and a small light-blue cabin, and move toward the player at their own speed in addition to the player’s scrolling speed. Remove traffic that passes behind the player and award 25 points for successfully avoiding each one. Spawn glowing mint/teal cylindrical energy-drink cans ahead in random lanes; rotate and bob them as they approach. Collecting a can awards 120 points and grants a temporary 2.5-second speed boost. Gradually increase difficulty over time by increasing road speed slightly and spawning traffic more frequently, while continuing to spawn cans periodically. Start with 3 lives. Detect collisions between the player and traffic using simple bounding-distance checks. A collision removes one life, briefly prevents repeated collision damage, and slows the player. When lives reach zero, stop gameplay and show a game-over state. During active play, continuously increase score slowly based on survival time, increase the displayed speed as the player’s movement speed changes, and track elapsed survival time. Allow R to restart after game over, resetting score, lives, time, speed, objects, and the initial traffic/can layout. Place a prominent rounded dark translucent HUD at the top-left with separate pill-like panels showing “Score: 0,” “Lives: 3,” “Speed: [current value],” and “Time: 0.0s” (values update during play). At the start, show a large centered dark translucent rounded instruction panel with white text: “Need for Peed — dodge traffic, grab cans, don’t explode.” followed by “A/D or ←/→ steer · W speed up · S brake · P pause”. Hide it after the game starts. When paused, replace it with a centered “Paused” message and “Press P to keep the bad life choices going.” When the player loses all lives, show “Totaled.” with the final score, best survival time, and “Press R to restart.” Keep the presentation clean, colorful, lightly humorous, and focused on weaving between traffic rather than simulation realism.