Arcade › Skyline Drift
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tristan Egere built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Skyline Drift yet. Play it, then tell Tristan Egere what you would add next.
Skyline Drift was built by Tristan Egere 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 Skyline Drift 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-playable 3D arcade driving game titled “Skyline Drift.” Use Three.js or an equivalent real-time 3D engine with a third-person chase camera, a drivable red sports/race car, and a compact closed mountain-road circuit laid out as connected straight rectangular road segments with several right-angle bends. The road should be dark asphalt, about 15 units wide, with thin pale concrete curbs/edges and short pale lane marks. Place the circuit on a large muted green grass ground plane, surrounded by a simple low-poly skyline/rural perimeter: roughly 32 small boxy buildings in varied gray, beige, and tan colors, some simple trees with brown trunks and green spherical crowns, and about 24 simple roadside lamp posts with small pale lamp heads. Light the scene with bright daylight, soft shadows, atmospheric blue-gray fog, and a pale blue-gray background; the overall world should feel grounded and lightly stylized rather than futuristic neon. Build eight sequential checkpoint gates around the loop at the corners and straights. Each gate is an arch made from two tall red-orange posts and a horizontal top bar, positioned across the road. Only the active next checkpoint should visibly pulse slightly and use the red-orange gate material; inactive gates should appear pale/gray. When the car comes within about 7 units of the active checkpoint, award 500 points multiplied by the current combo, advance to the next checkpoint cyclically, and show a temporary “CHECKPOINT +500” notification. Start the car just beyond the first gate at approximately (0, 0.2, 70), facing down the road; keep it constrained to a broad play area (x roughly -68..68 and z roughly -68..78). Driving should use simple arcade physics: W or Up accelerates, S or Down brakes/reverses, A/Left and D/Right steer, and Space acts as a handbrake/drift control. Acceleration increases speed up to about 31, coasting decelerates, braking is stronger, and reverse can reach about -8. Steering rotates the vehicle more at higher speed. A drift is active when steering is significant (absolute steer over about .35) and speed is above about 7; while drifting, continuously increase drift score based on speed and steering, with a much stronger score/combo gain while Space is held. Combo rises during a drift up to about 9.9 and decays when not drifting or when nearly stopped. Do not add enemies, weapons, laps, fuel, lives, or other mechanics not described here. The car should be a recognizable red race car loaded from or modeled like a compact racing-kit vehicle, with realistic dark glass/windshield, metallic body, and two small dark red glowing tail lights. Cast and receive shadows. Provide three camera modes cycled with V: CHASE CAMERA positioned behind and above the car looking ahead, HOOD CAMERA positioned just ahead/above the car looking down the road, and FIRST PERSON positioned close to the car’s front. Smoothly interpolate the camera position and always look toward the vehicle’s forward direction. Add a fixed responsive HUD overlay. In the upper left show “WASD / arrows drive · Space handbrake” and “V changes camera · R resets run.” At the top center show the current camera mode in a rounded pill. In the upper right show a bordered score panel labeled “DRIFT SCORE,” a six-digit zero-padded score starting at 000000, and “Combo x1.0” in a warm yellow accent. Show checkpoint/reset messages near the lower center as rounded temporary toast labels. On touch-capable/mobile layouts, show bottom controls with left/right arrow buttons on the lower left and BRAKE, DRIFT, and GO buttons on the lower right; buttons should visually activate while held and map to the same controls. On initial load, display a centered start overlay card titled “SKYLINE DRIFT,” with the description “Link drifting checkpoints around the neon mountain loop. Hold a slide, thread the gates, and build the biggest combo.” and a prominent “START RUN” button; clicking it hides the overlay and begins play. Keep the overlay and HUD clean, rounded, translucent, and high-contrast over the daylight 3D scene. Pressing R resets the car, score, combo, and checkpoint sequence and shows “RUN RESET.”