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Arcade › Road Riot
Click the game above and it runs right here in your browser. No download, no installer, no account needed. lind99 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Road Riot yet. Play it, then tell lind99 what you would add next.
Road Riot was built by lind99 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 Riot 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 arena-combat driving game titled "Road Riot", presented as a dark, mobile-friendly third-person vehicle shooter. Use an overhead-follow camera behind and above the player vehicle: the camera should smoothly trail the vehicle, looking toward a point just above it, with a broad view of the circular arena. Render with a dark blue-black background and fog, soft shadows, warm directional sunlight, and a clean stylized low-poly vehicle aesthetic. Gameplay takes place on a large circular industrial arena floor, approximately 27 units across in radius, with a dark gray-blue surface. Mark the perimeter with a red-brown glowing torus ring and twelve evenly spaced orange/yellow rectangular accent markers around the inside edge. Scatter six chunky rectangular dark metal/concrete cover blocks around the arena at roughly: (-15,-10), (14,-12), (-14,12), (13,11), (0,-17), and (0,16), with slight rotations and varied scales. Keep the arena mostly open and readable. The player drives a large truck/hauler vehicle called WRAITH HAULER. Start it near the center/front of the arena at position (0,10), facing inward. Give it a crimson paint finish initially; its paint can be changed to crimson, blue, gold/yellow, near-black, or white. The vehicle should be a distinct truck-like model with shadows and a visible heading. Driving is acceleration-based: W or Up Arrow accelerates forward, S or Down Arrow brakes/reverses, A/Left Arrow and D/Right Arrow steer, and Space activates turbo while accelerating. Also provide large touch controls for mobile: left/right buttons, turbo marked T, gas/up, brake/down, and a red fire button marked with a star/spark symbol. Keep the player constrained to the circular arena boundary; hitting the edge should push/bounce the vehicle back inward. The player has 100 armor and a turbo meter that starts full at 100. Normal maximum speed is 10, while turbo raises the maximum to 15; turbo drains at 30 per second while active and regenerates at 8 per second when not being used. Include the current vehicle armor, score, and wave in the HUD. The wave remains Wave 1 in this version. The player can fire a forward projectile with F on keyboard or the touch fire button. Fire cooldown is about 0.42 seconds, each player projectile is a glowing orange sphere traveling forward at about 18 units/second and lasting about 1.4 seconds. Player shots deal 30 armor damage to a rival and award 25 score per hit plus 100 additional score when that rival is destroyed. Show a brief burst of bright orange particles on impact and a toast reading "RIVAL WRECKED" when a rival is eliminated. Spawn exactly four rival vehicles around the player, initially on a ring about 13 units from the center. Use smaller toy-racer vehicles for light rivals and a garbage-truck/heavy vehicle for heavy rivals; make light rivals teal/blue-green or blue-purple and heavy rivals a contrasting teal. Each rival begins with 70 armor. Rivals continuously steer toward the player, move faster when farther than 8 units away (about 3.2 units/second) and slower when close (about 1.3), and remain within the arena. They fire red glowing projectiles toward the player when within 20 units, roughly every 1.5–2.5 seconds. Enemy projectiles travel about 10 units/second, deal 12 armor damage on hit, and create a red impact burst. Remove or disable destroyed rivals, and update the objective text to show the number of surviving rivals, such as "4 rivals remain · special weapon online". When armor reaches zero, set the game to a wrecked state and change the objective to "WRECKED — tap fire to restart"; pressing F or the touch fire control restarts the arena, restoring player armor, score, and all four rivals. Build a prominent but compact HUD over the game. At top left show the bold spaced title "ROAD RIOT" and amber subtitle "TWISTED ARENA // MOBILE BUILD". At top right show a dark translucent rounded stats panel with an amber border, text "ARMOR 100%" (updating dynamically), a horizontal armor bar with a red-to-amber gradient, and "SCORE 0 · WAVE 1" (updating score). Center near the top show a pill-shaped translucent objective panel. At the bottom left place the mobile driving controls in three columns, with dark circular left/right, up/down, amber turbo, and red fire buttons. At bottom right place a dark translucent rounded "GARAGE" panel labeled "WRAITH HAULER". The garage has tabs named Paint, Body Kit, Upgrades, Music, and Avatar; Paint is selected initially and displays "Choose a finish for your rig." plus five circular color swatches. Clicking a swatch immediately repaints the player and briefly shows a gold toast "PAINT EQUIPPED". Body Kit lists Street plow, Rammer kit, and Wide wheels with EQUIP buttons; Upgrades lists Turbo capacity, Reinforced shocks, and Weapon cooling, each with a level starting at 0 and an UPGRADE button. Upgrades should actually increment turbo, armor, and weapon upgrade levels as applicable: turbo increases turbo driving capacity/speed, armor can be represented in the upgrade state, and weapon cooling reduces fire cooldown. Music should show Industrial Pulse as PLAYING plus Midnight Breakbeat and Desert Static as selectable rows. Avatar should show a Driver profile with Face: visor, Skin: ember, Outfit: rider, and Accessory: horns with CHANGE buttons. Keep the garage controls and tab layout functional where implemented, but do not invent a progression economy or extra gameplay systems. Use the visual style seen in the reference: nearly black navy page background, muted blue-gray panels and arena surfaces, amber outlines and accents, white condensed/system UI text, red danger highlights, rounded translucent glass-like panels, and simple low-poly 3D assets. Ensure the scene is immediately visible behind the HUD, responsive to viewport resizing, and supports both keyboard and touch/pointer input.