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Arcade › Storm Chase
Click the game above and it runs right here in your browser. No download, no installer, no account needed. John Cleto built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Storm Chase yet. Play it, then tell John Cleto what you would add next.
Storm Chase was built by John Cleto 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 Storm Chase 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 low-poly 3D driving survival game titled “Storm Chase.” Use a Three.js-style third-person chase camera behind and above a small storm-chasing pickup truck, looking forward over the truck across a broad grassy storm field. The truck should be a chunky low-poly teal/blue-green utility truck with a boxy body, four large black wheels, and visible headlights/bumper details; provide a simple box-and-wheel fallback model if external assets fail. The player drives around an open circular area roughly 55 world units in radius. At the center is a moving tornado made from eleven stacked, semi-transparent gray-blue truncated-cone/cylindrical funnel rings, widening toward the top, with a translucent flattened cloud cap. The tornado should slowly wander around the field, rotate, and have a dusty circular base. Around it, animate about 26 floating brown-gray cubic debris pieces orbiting at different radii and heights, spinning and bobbing. Draw a bright translucent blue scan ring on the ground at radius about 16 around the tornado and a smaller translucent red danger ring at radius about 7; both rings move with the wandering tornado. Add a dark gray circular chase road/track around the scan ring with small yellow rectangular marker blocks around its circumference. The environment is a stylized low-poly grassy green field with scattered angular stones, many distant conifer/pine trees, and three simple distant houses. Use soft shadows, a blue-gray foggy sky, a warm directional sun, ambient hemisphere lighting, and storm clouds made of low-poly gray spherical puffs overhead. Keep the visual style clean, colorful, and low-poly, matching the shown screenshot. Core objective and mechanics: the player starts just outside the blue scan ring, with 0% Data and 100% Truck health. Drive with WASD or arrow keys: W/Up accelerates, S/Down brakes/reverses, A/Left and D/Right steer; steering should be vehicle-like, with acceleration, friction, speed limits, heading-based movement, wheel spin, and a maximum world boundary. Also include large touch controls fixed at the bottom: left and right arrow buttons on the lower left, and stacked “GO” and “BRK” buttons on the lower right, with pointer/touch hold behavior. The tornado moves continuously, so the player must orbit and shadow it. Calculate distance from the truck to the tornado: being close to the blue scan ring (target radius 16, with a tolerance of about 5.5) creates scan-lock quality from 0–100%; when lock quality is above 25%, increase Data continuously, faster with a better lock, until it reaches 100%. Being too far away shows that the player needs to move into the ring and stops data collection. Being inside the danger radius causes escalating damage to the truck based on proximity; health can slowly recover only when safely away and not meaningfully scanning. Reaching 0 health ends the run as a loss; reaching 100% Data ends the run as a win. Freeze vehicle movement on game over but keep the storm animation running, and show a restart control. Build a fixed responsive HUD over the 3D view. In the upper-left, use a translucent dark rounded panel titled “STORM CHASE” with an “INTERCEPT” label. Show four stats: Data percentage, Truck health percentage, Wind state, and Speed in mph. Include a blue “SCAN LOCK” progress bar whose status text changes among “Move into the ring,” “Hold this distance,” and “Perfect lock.” Include a red/orange “DAMAGE RISK” bar whose text changes among “Keep your distance,” “Turbulence rising,” and “Back off now.” Add the instructional text: “Drive with WASD or arrow keys. Stay in the blue ring around the tornado to collect data — too close and debris tears up the truck.” At the top center, show a dark translucent pill message that dynamically reports the objective and situational feedback such as “Shadow the tornado, hold your scan ring, and survive until the data meter hits 100%,” “Perfect scan pocket — stay steady and rack up data,” “Too far out — cut inward toward the blue scan ring,” or “You are inside the kill zone — drift wider right now.” Derive Wind from distance, with visible states Calm, Rough, Severe, and Extreme, and show speed as mph. When the player wins, overlay a dark translucent full-screen panel with a centered card titled “DATA CAPTURED,” explain the locked-in data and remaining truck health, and offer a “Restart chase” button. When the truck is destroyed, show a similar overlay titled “TRUCK LOST,” explain that debris shredded the chase truck and report the captured data, with the same restart button. Make the interface responsive for mobile screens, use rounded dark translucent controls and panels, and ensure the game starts immediately in a playable state.