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Arcade › Sketch Sprint
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Made by Lalita Bothra, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.
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Sketch Sprint was built by Lalita Bothra 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 Sketch Sprint 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 third-person 3D arcade racing game titled “Sketch Sprint.” Use a bright stylized low-poly/toy-like aesthetic with a purple-blue sky/background, purple fog, a dark purple ground plane, soft shadows, and neon accent colors: green rails, pink tiles, yellow decorations, a purple cart body, and a pink seat. Build the scene with a perspective camera looking down the course from behind and slightly to the right of the player, smoothly following the player as they travel forward. The course is a long winding obstacle runway made from roughly 18 dark-purple rectangular road tiles extending into the distance. Each tile is about 6 units wide and 4 units deep, with the path curving side-to-side using a sinusoidal layout. Include occasional narrow/special tiles, gaps, raised sections, ramps, and scattered pink crumbling-looking tiles. Line the course with paired mint-green raised rails/edge barriers. Add small floating or roadside checker-like cube decorations alternating yellow and pink along both sides. Place several toy-like rival cars on the route that move forward independently and weave slightly from side to side. Use toy racing assets or equivalent simple colorful low-poly cars, and place a checkered finish flag near the end of the course. The player begins near the front of the course and must travel forward until crossing the finish around the far end. The player avatar is a simple sketch-themed cart: a rectangular purple chassis with a raised pink rectangular seat/block. Under it are two wheel shapes, one on each side, rendered as bright yellow line loops based on the player’s most recently drawn stroke, with small yellow axle/spoke details. The cart automatically accelerates forward along the course. Its horizontal position follows the winding track and is influenced by the most recent horizontal direction of the user’s drawing. The player can draw custom legs/wheels in a large on-screen drawing pad: support pointer/touch input, collect the stroke points, render the resulting closed yellow line-loop shape on both sides of the cart, and use the stroke’s total length to set speed (longer drawings make the cart faster, clamped to a modest range). Use the vertical span of the drawing to determine jump strength; sufficiently tall drawings allow the cart to hop periodically over course features. A short drawing should still produce usable wheels but less speed and jump. While drawing, use the latest horizontal stroke movement as steering input. Show a brief status pill after a valid drawing, reading “LEGS READY” normally or “BIG LEGS!” for a particularly long/faster drawing. The cart should bob/jump when jump strength is high enough, rotate slightly around its roll axis based on steering, and rotate the wheel group as it moves. Keep the forward race running automatically; do not require a conventional keyboard driving system. Rivals should advance at their own slightly different speeds and weave, but they are visual competitors rather than a complex collision system. Add a fixed HTML-style HUD over the 3D view. At top center show the bold white title “SKETCH SPRINT” with letter spacing and a purple shadow. Beneath it show a rounded progress bar with a white outline and dark-purple interior, filling left-to-right with a green-to-yellow-to-pink gradient as the player advances. Under the bar show the text “Checkpoint 5 → 6 · FINISH.” At top right show a dark translucent purple rounded speed display with a white outline, initially “0 km/h,” updating from the current drawing-derived speed. At top left provide a white rounded “↻ Restart” button with a purple drop shadow. At the bottom, place a large translucent purple/pink gradient drawing pad spanning most of the width, with a thick white rounded border, inset pink accent, and dark shadow. It should be about one third of the screen height, with the centered heading “DRAW YOUR LEGS” near its top and the hint “Trace a loop, zigzag, or your own wild wheel shape” near its bottom. The pad must accept pointer/touch drawing without scrolling or text selection. Keep the HUD and drawing pad visible over the race, while the 3D camera continues to show the cart and obstacle course behind them. When the player reaches the end, stop the race and show a full-screen translucent dark overlay with a centered white rounded finish card and purple shadow. The card should have a pink “FINISH!” heading, a time/result line such as “Time 12.3s · Your sketch made the difference.” and a purple “Race again” button. Both Restart and Race again reset the cart to its starting position, restore the initial speed and race timer, hide the finish overlay, and reset rival positions. Make the layout responsive for desktop and mobile screens, preserving the large touch drawing pad and the compact HUD.