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Turbo Loop

  • 3d
  • racing
  • arcade
  • driving
  • sports
  • mobile
  • low-poly
0
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7 plays

How to play

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

Discussion

Nobody has said anything about Turbo Loop yet. Play it, then tell Janderson GAbro what you would add next.

Make your own game

Turbo Loop was built by Janderson GAbro 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 Turbo Loop 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 Turbo Loop

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.

Rebuild a browser-based 3D driving game titled “Turbo Loop” using Three.js and Kenney-style low-poly GLB assets. The game is viewed from a controllable racing-car camera over a bright stylized 3D world: simple blue sky/fog, soft lighting and shadows, dark modular road tiles with pale transverse markings/colored stripe decals, orange traffic cones, regional banners, construction barriers, low-poly cone-shaped trees, bushes, and (on the city map) blocky commercial skyscraper/shop buildings. Cars are small toy-like low-poly vehicles with visible colored bodywork. On mobile, show translucent touch controls over the scene; on desktop use keyboard controls.

Core driving: the player controls one car with W or Up to accelerate, S or Down to brake/reverse, A/D or Left/Right to steer, and Space for a handbrake. Acceleration, braking, steering, grip, reverse speed, off-road slowing, simple car-to-car push collisions, and checkpoint recovery should feel arcade-like. The car follows a closed sampled track in race modes; if it leaves the road too far or remains off-road, reset it near its latest safe checkpoint. Include a short 3-2-1 countdown and a “VAI!” start message. AI opponents follow the track using target points and lanes, steer toward the next point, slow when off-road, and collide simply with other cars. Race position is calculated from lap plus track progress.

Provide a server/map selector with these exact local maps and behavior: “Aventura · Floresta Livre” (Brazil, free-roam adventure, 5 AI, one large open forest area, sunny green/yellow theme; approaching another roaming car can show a challenge prompt and OK starts the Brazil Costa Verde race); “Aventura · Cidade Livre” (United States, free-roam night city, 6 AI, blue/dark theme, challenge leads to USA Daytona Longa); “EUA · Daytona Longa” (race, 3 laps, 360-second limit, 7 AI, long circuit, blue/white theme); “Brasil · Costa Verde” (race, 3 laps, 330-second limit, 7 AI, coastal-shaped circuit, green/yellow theme); “França · Grand Prix” (race, 4 laps, 340-second limit, 7 AI, technical curvy circuit, blue/white theme); “Portugal · Serra” (race, 3 laps, 320-second limit, 6 AI, figure-eight-shaped circuit with stunt/ramp elements, red/green theme); “Global · Gangorra” (race, 3 laps, 300-second limit, 6 AI, figure-eight stunt circuit); “Brasil · Futebol Carro” (soccer arena, 3-point target, 210-second limit, 5 AI); “França · Vôlei Carro” (volleyball-style arena, 5-point target, 210-second limit, 5 AI); and “Global · Circuito Clássico” (race, 3 laps, 240-second limit, 5 AI, oval circuit). Generate the closed track shapes from sampled mathematical paths: long, coast, technical, figure-eight, oval, or rectangular arena as appropriate, then tile the road over the sampled path. Race start positions use lanes and staggered offsets.

In adventure mode, cars can drive freely over the large open area and the HUD says “Aventura”, “Explorar”, and prompts the player to find another player. When a nearby AI is detected, show a centered dark translucent prompt such as “Player X apareceu: vai dar o racha?” with an OK button; accepting switches to the configured race map. Adventure city should scatter buildings as well as trees, while adventure forest should heavily scatter pines, dark trees, regular trees, bushes, and banners.

In race modes, complete the required number of laps and pass four sectors/checkpoints. Winning occurs when the player finishes first; losing occurs if an AI finishes first or the time limit expires. Show a result message such as “VITÓRIA! 00:xx.xxx” or “DERROTA — ...”, award coins, and open the garage. In soccer and volleyball modes, use the same cars in a bounded arena with a blue low-poly ball. Cars push the ball through simple proximity physics; the ball has velocity, damping, wall bounces and rotation. Soccer awards a point when the ball crosses the positive/negative end goal area (only within the goal width); volleyball awards points when the ball crosses a side, and includes a central barrier/net made from construction-barrier pieces. Reset the ball to center after scoring. End the match when either team reaches the map’s target score.

Implement three camera modes selectable in the HUD and cycled with C or the mobile Câmera button: first-person cockpit/hood view looking ahead (hide the player model and show a dark cockpit/steering silhouette overlay), third-person chase view behind and above the car, and second-person/front view in front of the car looking back at it. Smoothly follow the car and look toward its travel direction.

Use a fixed responsive Portuguese HUD made of dark translucent rounded panels with white text and subtle blur/shadow, matching a mobile-friendly portrait layout. Top-left panel: title “Turbo Loop”, current region/map, Volta or mode, elapsed time, remaining time limit, Checkpoint or ball coordinates, speed in km/h, and coins. Top-right panel: “Posição” and a large ordinal rank such as “4º”, plus a compact order line like “IA 3 • IA 2 • IA 1 • Você”; in arena modes replace it with the score (for example “0 x 0”) and instructions. Top-center/server panel has the local server/map dropdown and Loja button. Include an Atmosfera dropdown with Sol, Chuva, Noite, and Pista molhada: night darkens sky and lighting, rain adds visible falling streaks, and wet/rain changes fog/lighting and material roughness. Include camera and graphics quality dropdowns. Graphics quality Baixo/Médio/Alto changes pixel ratio, shadows, camera draw distance and fog distance. On small screens place touch buttons for left/right, accelerate, brake/reverse, handbrake, camera and reset; on desktop show a help panel listing keyboard controls. Use Portuguese labels and text throughout.

Add a garage/shop modal opened by Loja or G. It is a table with name, style, price, status and action, displays the coin balance, and allows buying/equipping cars. Start with the blue “Fórmula Azul” race car free and owned; include this exact catalog: Fórmula Azul (free), Fórmula Futuro (yellow, 60 coins, extra acceleration), Esportivo Vermelho (85, stable), Hatch Rally (110, control bonus), Sedan Comum (25), Táxi Urbano (35), Polícia (45, fast), Van Familiar (40, heavier/control), and Pickup Forte (55, heavier/impact). Buying subtracts coins and equipping rebuilds the player car; cars have small handling differences. Award coins for race/match completion, with faster race completion bonuses and scoring bonuses. Persist the current game state through browser-side state APIs equivalent to window.getGameState() and window.setGameState(patch), and resize the renderer/camera correctly with the browser. Keep the visuals deliberately low-poly, colorful, arcade-like, and assembled from modular Kenney car, road, nature, arena, banner, cone, barrier, building and ball assets rather than realistic graphics.

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