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Street Rider

  • 3d
  • motorcycle
  • arcade
  • traffic-dodging
  • endless-runner
  • low-poly
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Rahim malik built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Street Rider yet. Play it, then tell Rahim malik what you would add next.

Make your own game

Street Rider was built by Rahim malik 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 Street Rider 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.

Read the build brief for Street Rider

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.

Recreate “Street Rider” as a browser-based 3D arcade motorcycle traffic-run game with a dark, polished low-poly aesthetic. Use a full-screen Three.js-style canvas with a chase camera behind and slightly above the rider, looking forward down a straight road. The player is a small stylized motorcycle assembled from simple geometry: colored frame and tank, dark seat and wheels, chrome fork/handlebars, and a glowing headlamp. The bike starts near the front of the visible road and moves forward automatically along the z axis; the road scrolls beneath it through camera/player motion. Smoothly follow the bike with the camera and tilt the bike subtly left/right while steering.

Core gameplay: choose a route, then ride until reaching that route’s distance goal while avoiding traffic. The four-lane road has x lane positions around -4.5, -1.5, 1.5, and 4.5, white dashed lane markings, dark shoulders, and a long straight surface fading into fog. Steer continuously left or right rather than snapping lanes, clamped to the road, with A/D or left/right arrows. W, up arrow, or Space is BOOST: it raises acceleration while held. S/down arrow is BRAKE and rapidly reduces speed. Add mobile touch controls over the play view: circular left and right arrow buttons plus BRAKE and BOOST buttons. The motorcycle accelerates toward its selected bike’s top speed, and display speed as km/h. Traffic consists of simple colored low-poly cars, vans, and trucks occupying the lanes and moving at varied speeds; recycle vehicles after they pass behind/through the player. A collision occurs when the player is close to a vehicle laterally and longitudinally: subtract one of 3 lives, reduce speed, move the bike slightly backward, and briefly prevent repeated crashes. At zero lives show a WIPEOUT screen with the distance traveled and RETRY or MAIN MENU buttons. Collectible glowing gold torus coins are placed along the road in lanes; touching one hides it, increments the persistent coin total, and saves progress.

Include five selectable fictional worlds/routes with distinct dark sky, road, and accent colors and increasing goals/traffic: Modern City (650m, 4 traffic vehicles, blue accent), Night City (800m, 5, pink accent), Highway (950m, 6, yellow accent), Desert Road (1050m, 7, orange accent), and Mountain Road (1200m, 8, green accent). Route selection should show each route’s goal and traffic count, with later routes locked until progression reaches them. The environment should be populated with repeated blocky buildings on both sides, dark roof caps, occasional streetlight poles with glowing lamps, and a few distant road/sign/car-kit style props if available. Use atmospheric fog and soft shadows, with cool blue cinematic lighting and a brighter rim light; the world should feel fictional and low-poly rather than realistic.

Build the UI as a translucent navy glass-like overlay with rounded panels, thin pale-blue borders, soft shadows, white/light-blue typography, and bright blue gradient primary buttons. The top HUD remains visible during play: left pill shows “STREET RIDER” and the current world plus level number; right pill shows COINS and SPEED in km/h. Put a pause button near the upper-right; pausing opens a centered PAUSED panel with RESUME and QUIT. On the initial menu, show the title STREET RIDER, subtitle “Arcade traffic runs · fictional low-poly worlds,” a pill with current coins and equipped bike, and buttons PLAY, GARAGE, MOTORCYCLE SHOP, and MISSIONS. Show the keyboard legend A/D steer, W boost, S brake, P pause.

Add these menu screens and persistent progression: PLAY opens “Choose Route” with five route cards; GARAGE displays four bikes and their stats and allows equipping unlocked bikes; MOTORCYCLE SHOP sells bikes for persistent coins; MISSIONS displays three goals (“Finish a level,” “Coin Runner,” and “Clean Lines”) with descriptions, rewards, and IN PROGRESS/COMPLETED status. Persist coins, unlocked bike indices, and basic progression in browser local storage. Bikes must be: Comet 80 (starter, top 86, acceleration 25, handling 1.15, cyan/blue), Viper X (120 coins, top 108, acceleration 30, handling 1.00, pink), Trail Fang (240 coins, top 98, acceleration 23, handling 1.35, yellow), and Apex R (420 coins, top 125, acceleration 34, handling 0.92, purple). A completed route awards coins using a reward that increases with route/level, marks at least the finish mission completed, and shows a ROUTE COMPLETE screen with the cleared world, coin reward, remaining lives out of 3, NEXT LEVEL, and MAIN MENU. Keep the presentation and labels faithful to the compact arcade interface shown: rounded cards, responsive grid layouts, and touch-friendly controls on small screens.

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