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Arcade › Sketchwheel Sprint
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Sketchwheel Sprint was built by Lost Second 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 Sketchwheel 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 3D arcade runner/racer titled “Sketchwheel Sprint.” Use an orthographic-like third-person chase presentation via a perspective camera, following a small toy racer from behind and slightly to the right/high side. The camera should smoothly track the player as it travels forward along the negative Z axis and look toward the course ahead. Render a dark deep-purple background and foggy void, with bright soft lighting, shadows, and a colorful low-poly/toy-like aesthetic. The course is a winding sequence of six chunky rectangular floating track platforms, each about 7 units wide, with white/lavender surfaces and visible thickness. Arrange them down the Z axis with lateral offsets and small slope changes: start at x=0,z=0; then x=1.5,z=-12; x=4,z=-24; x=2,z=-36; x=-1.5,z=-47; and x=-3.5,z=-60. There are gaps/void sections between chunks; place a large glowing purple slab/void beneath the course. Add yellow-and-dark checkered stripes near the beginning of each chunk. Include pink ramps on the second and fifth chunks, and raised pink rectangular hazard/decoration tiles on the third and fourth chunks. Line the route with alternating pink and yellow chunky bollards/posts along both sides, spaced irregularly enough to make the course feel playful. Put a finish gate at the far end near z=-65. The player is a small green chunky toy car/cart loaded from a simple toy vehicle model, with dark wheels and gray bumpers/details. Start it around x=0,y=.55,z=4.1 facing down-course. Add two prominent custom “sketch wheels” beside/under the car: these are extruded, thick, bright pink polygonal wheels with an irregular hand-drawn silhouette, emissive pink edges, and shadows. They visibly rotate as the car moves. Also show a cyan/blue rival toy car slightly to the right of the player at the start; it automatically travels down the course at a fixed speed and serves as the opponent. The core mechanic is drawing custom legs/wheels. Overlay a HUD at the bottom with a large rounded dark-purple drawing pad labeled “DRAW YOUR LEGS,” with helper text “sketch a shape • release to race” and centered instruction text like “Draw a chunky loop, zigzag, or anything with momentum.” Let the player use mouse or touch pointer input to draw a continuous pink glowing line. On release, sample the drawn path into a closed/extruded polygonal wheel silhouette, replace the two pink sketch wheels with that shape, and derive movement power from the drawing: longer/more numerous paths and larger enclosed strokes should increase power, clamped roughly from 1.1 to 3.4. The car’s automatic forward acceleration should use this leg power, so better/larger sketches produce more momentum. The visual wheel radius can be based on the stroke bounds, clamped roughly between .32 and 1.15. Hide the helper prompt after the first drawing. Drawing is the main control; do not add invented steering buttons or weapons. The player automatically moves forward, while gently steering laterally toward the current course chunk’s x position. On solid track, keep the car at that chunk’s height; over the non-solid gap around the fourth section, let it fall under gravity. If it falls below the course, reset the player to the starting position and show a clear status such as “OOF — REDRAW.” The player must cross the finish around z=-65 to stop the race and show a centered dark-purple result card with a gold border, title “Finish line!”, text stating either “You beat the rival cart.” or “The rival cart got there first.” based on who reached the finish first, and a “Race again” button. Include a top restart button as well. HUD details: at the top, show a pink rounded “↻ Restart” button, then a dark translucent progress panel with the label “CHECKPOINT 5 → 6,” a live speed readout in m/s, a horizontal progress bar that fills from pink through yellow to mint-green, and a checkered finish-flag marker. Below it show a hint pill reading “Draw new legs whenever the course gets weird” and a status pill initially reading “READY,” changing to e.g. “NEW LEGS: 1.8” after a valid drawing. Use bold rounded sans-serif UI typography, translucent dark-purple panels, pink controls, yellow accents, and strong rounded corners. Make the experience responsive for desktop and mobile touch screens; the drawing pad should occupy roughly the lower 42–43% of the viewport while the 3D scene remains visible above it. Use soft shadows, ambient/hemisphere light, warm directional key light and cool fill light to emphasize the pastel white, pink, yellow, green, cyan, and purple palette.