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Arcade › Summit Sprint
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Adit Akarsh built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Summit Sprint yet. Play it, then tell Adit Akarsh what you would add next.
Summit Sprint was built by Adit Akarsh 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 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.
Recreate “Summit Sprint” as a browser-based 3D arcade racing game using a bright, clean low-poly/asset-pack visual style. The scene has a pale sky-blue background with light atmospheric fog, a large green valley floor, distant faceted blue-gray cone mountains around the perimeter, and scattered pine trees. Build an oval mountain-pass circuit: a dark charcoal road approximately 8 units wide following an elongated loop (wider on the x axis than the z axis), with narrow tan/beige shoulders on both sides. Use a third-person chase camera behind and slightly above the player car, smoothly following its position and looking ahead along the road; the camera should move around the entire loop as the car advances. Use soft shadows, bright daylight, ambient hemisphere lighting, warm directional sunlight, and subtle blue fill light. The player drives a red 3D sports/race car on the loop. Add four rival cars distributed around the track at the beginning: green, orange, white, and blue/silver sedan-style cars, each following the same loop in different lanes and with slightly different forward speeds. Cars sit just above the road, face along the track tangent, cast shadows, and can drift slightly side-to-side in their lanes. There is no shooting, collision, damage, or obstacle system: the main challenge is steering within the road and managing boost while completing the race. Race rules and mechanics: the race begins paused behind a centered modal overlay. The modal is a dark translucent rounded rectangle reading “SUMMIT SPRINT”, with the subtitle “Three laps. Five cars. One mountain pass.” and a large yellow/orange “START RACE” button. Clicking it hides the overlay and starts motion. The player progresses continuously around the loop at a normal cruising speed, and completes three laps; when crossing the loop seam, increment the lap counter. On the third completed lap, stop the race and replace the overlay content with a centered “FINISH!” message, “You crossed the summit.”, and a “RACE AGAIN” button that reloads/restarts the game. Steering is lane movement rather than turning the whole track: left/right input changes the player’s lateral offset, clamped to about -2.25 to +2.25 across the road. Support A/D and left/right arrow keys. Also provide touch controls: two dark rounded buttons at lower left for left and right, using ◀ and ▶, with press-and-hold behavior. The player’s forward speed eases toward normal speed when not boosting. Add a nitro boost. Holding Space or either Shift key, or pressing and holding the circular touch “N₂O” button at lower right, activates boost while fuel remains. Boost consumes nitro quickly, increases the car’s speed up to a higher cap, and releases/normal driving gradually regenerates nitro up to 100%. Clear the boost state when the window loses focus. Make the keyboard and touch controls work responsively on desktop and mobile. HUD should be a fixed full-screen overlay above the 3D canvas, styled with white bold Arial-like text, dark translucent blue-gray panels, rounded corners, subtle borders, and text shadow. At the upper left show “SUMMIT SPRINT” followed by “LAP 1/3” initially and update it to the current lap. At upper right show “POSITION 1/5” initially and continually calculate the player’s race position from progress relative to the four rivals. At lower right show a large circular speedometer panel with a dark navy center, concentric dark rings, and a yellow/orange ring accent; display the current speed as an integer and “KM/H” beneath it. At lower left show “NITRO 100%” and a horizontal rounded cyan-to-light-blue fill bar; update the percentage and bar width as fuel changes. Place centered near the bottom the hint “WASD / arrows to steer · SPACE or BOOST for nitro”. Keep the two steering touch buttons near the lower left above the nitro panel and the cyan circular N₂O control above/right of the speedometer. Ensure the start overlay still permits the HUD to be visible behind it, matching the screenshot’s airy blue presentation and prominent central start card.