Arcade › SunCharge Cruiser
Click the game above and it runs right here in your browser. No download, no installer, no account needed. shrihanagaraj Gorantla built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about SunCharge Cruiser yet. Play it, then tell shrihanagaraj Gorantla what you would add next.
SunCharge Cruiser was built by shrihanagaraj Gorantla 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 SunCharge Cruiser 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 driving game titled “SunCharge Cruiser.” Use Three.js or an equivalent WebGL 3D engine with a full-screen canvas and a dark, polished sci-fi HUD overlay. The player controls a small toy-like solar car in a simple circular outdoor test track/plaza. The world should have a large dark teal circular ground disk, a smaller lighter teal circular track surface, and a dark gray circular driving lane/ring around the center (roughly radius 8). Add evenly spaced short yellow lane markers around the ring. Include a rectangular teal charging plaza/platform beyond the ring near the far side of the arena. Keep the environment otherwise sparse and uncluttered, with a sky/background that smoothly changes from bright pale blue in daylight to deep navy at night, plus fog and soft shadows. Build the vehicle as a compact stylized racer/toy car, placed on the arena, with a visible roof-mounted solar array made of multiple small blue panels in a rectangular grid, a pale cyan frame, a glowing green battery module/housing on the left side, and a glowing amber/orange battery module on the front hood. Add small bright cyan energy cables connecting toward the battery modules. Use metallic/plastic materials, emissive blue solar panels, emissive green and amber battery cores, directional sunlight, hemisphere fill light, and shadow casting for a clean low-poly/toy aesthetic. Load or model a small racer body, scale it to fit the arena, and orient it so its forward direction is the car’s local negative Z direction. The core mechanic is energy management while driving. Start both batteries at 72%: the side battery and the front-hood battery are separate meters. The car has a time-of-day cycle that advances continuously and loops; derive daylight from a sine wave. During daylight, show a Solar input value/bar equal to the current daylight amount and slowly recharge the side battery and hood battery at different rates (side slightly faster than hood), capped at 100%. During darkness, solar input becomes zero and both batteries drain only while the car is moving, with the side battery consuming somewhat more than the hood battery. The intended goal is to drive while keeping both battery levels alive through the day/night cycle; there are no enemies, pickups, weapons, collisions with obstacles, lap counter, score, or win screen. Allow both battery values to reach zero, but do not invent a separate game-over feature. Implement keyboard driving with Arrow keys or WASD: Up/W accelerates forward, Down/S drives backward/brakes, Left/A and Right/D steer. Use acceleration, friction/deceleration, a capped forward and reverse speed, and steering that becomes a little stronger at higher speed. Keep the car inside the circular arena boundary (about radius 15.5); if it reaches the edge, clamp it back inside and bounce/reduce its speed. Also provide touch-friendly on-screen buttons along the bottom center for left, up, down, and right, using pointer down/up/cancel/leave to hold and release the same arrow-key controls. The camera is a smooth elevated third-person chase camera positioned behind and above the car, looking down at it and following its position as it drives; use a perspective view around 55 degrees with a broad view of the full arena. Create a fixed HUD matching the visible design: a rounded translucent very dark blue panel in the upper-left with a thin blue-gray border and soft shadow. It contains the title “SunCharge Cruiser,” subtitle “Drive the solar car and keep both batteries alive.”, then labeled horizontal meters and percentages for “Solar input,” “Side battery,” and “Front-hood battery.” Solar uses a cyan/blue fill, side battery uses green, and hood battery uses amber/orange; empty portions are dark blue-gray rounded tracks. Add a “Mode” row showing DAY in warm pale yellow during daylight and NIGHT in pale blue during darkness. In the upper-right, add a matching rounded help panel that says: “Arrow keys / WASD to drive”, “Blue panels charge in sunlight”, and “Two batteries power night driving”. At the top center add a small rounded pill reading “Solar panels on roof · batteries: side + hood”. At the bottom center, show four rounded blue-gray touch buttons with left, up, down, and right arrow glyphs. On narrow screens, hide the help panel, move the legend toward the bottom above the controls, and keep the HUD responsive. Make the overall UI typography clean sans-serif, white/light blue text, with translucent dark panels over the 3D scene.