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Arcade › Summit Run
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sofia Porubänová built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Summit Run yet. Play it, then tell Sofia Porubänová what you would add next.
Summit Run was built by Sofia Porubänová 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 Summit Run 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 3D arcade racing game titled “Summit Run.” Use a third-person chase camera behind and slightly above a small low-poly open-wheel race car, looking forward along the track. The player drives on a dark charcoal alpine road assembled as a long winding course with gentle elevation changes and curves; the road is made of repeated short segments, has tan shoulders on both sides, occasional short pale center dashes, and sparse pale guardrail posts along the edges. Surround it with a broad dark green grassy landscape, stylized faceted gray mountain peaks, and many low-poly evergreen pine trees. Use a hazy blue-gray sky/background with distance fog, soft shadows, bright ambient daylight, and a clean low-poly/flat-shaded aesthetic. Load or create three visible race cars: the player’s red/pink open-wheel car, plus green and orange rival cars. Rivals follow the track automatically and advance at slightly varying speeds. Keep the camera centered on the player’s current position, smoothly following it and looking a little ahead down the road; the road curves and mountains/trees should provide visible depth and motion. Make this a 3-lap race. The player starts at the beginning of a 720-unit lap and must drive forward for three laps, reaching a total distance of 2160 units; show a finish state with elapsed time and finishing place. Before each race, show a centered title/start overlay and run a 3, 2, 1, GO countdown. The player automatically accelerates while the race is running, with normal target speed around 28 game units/sec (display roughly 0–200 KM/H based on speed); without acceleration input, slow toward a low rolling target around 8. Support steering left/right with A/D or the left/right arrow keys and with two large circular touch buttons at the bottom left. Steering moves the car laterally relative to the road and damps back toward center. Going too far off the road reduces speed, so the player should remain within the road edges. Support W/up for acceleration and Shift for boost; also provide a large orange circular BOOST touch button at bottom right. Boost raises the target speed to about 38 while held and consumes a 100-unit boost meter at roughly 20 units/sec; regenerate the meter at roughly 4 units/sec when not boosting. Include a simple synthesized engine sound and countdown beeps if browser audio is available. HUD: overlay the game full-screen with no page scrolling. At top left, use a dark translucent rounded panel reading “SUMMIT RUN” and “Alpine Sprint · 3 laps.” At top right, use a matching panel with three stats: current speed labeled KM/H, lap as 1/3 through 3/3, and race position as place out of 4. Center start overlay text should say “Summit Run” and “Thread the mountain hairpins. Beat the clock.” with a prominent orange rounded START RACE button. On completion replace it with “Finish Line” and a message containing the elapsed time in seconds and place, and change the button to “RACE AGAIN.” During the countdown display large white numerals in the center. Keep the bottom controls visible: dark translucent round left/right arrow buttons and an orange BOOST button. Also show a small keyboard hint on wider screens: “A / D or ← / → steer · W / ↑ accelerate · Shift boost.” Use responsive sizing for portrait mobile layouts and desktop screens, translucent dark HUD panels, white uppercase typography, orange action color, and rounded controls matching the reference visual.