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Arcade › Velocity Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Corbin Sullivan (Student) built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Velocity Circuit yet. Play it, then tell Corbin Sullivan (Student) what you would add next.
Velocity Circuit was built by Corbin Sullivan (Student) 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 Velocity Circuit 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 playable browser-based 3D arcade racing time trial titled “Velocity Circuit.” Use a third-person chase camera behind and slightly above a small lightweight racer, with smooth camera follow, subtle camera shake during drifting and high speed, and a large floating circuit suspended over a dark teal landscape. The visual style is polished futuristic/arcade: a muted blue-gray sky with atmospheric fog, a large inverted sky dome, soft shadows, warm sunlight, cool rim lighting, dark teal ground far below, and scattered low-poly rocky scenery around the track. Build the circuit as a connected loop of chunky asphalt road pieces with a mostly straight starting section, a long return section, several sharp 90-degree connections, a raised/jump-ramp area, and an elevated bridge section. The road is dark textured asphalt with orange glowing edge rails/apex markers in places, white start/finish striping, and a bright cyan glowing boost strip made from several transverse bars on the central section. Place a luminous white/cool-blue start gate across the beginning of the track, with two posts and a top beam. Add a few green banner-tower decorations around the circuit. The course should feel like a floating time-trial track rather than a realistic open-world road. The player drives a compact green sports/race car. It should have a low rectangular aerodynamic body, rounded nose, dark glass canopy, four black wheels, bright cyan-white headlights, and red taillights. Include a red rival/ghost car near the start as a visual competitor; it moves slowly forward along the start area but is not a combat enemy and does not need collision gameplay. Show exhaust/smoke particles when the player drift-brakes and leave temporary dark skid marks on the road. Implement arcade vehicle physics. The car starts near the start gate, facing into the course. W/Up accelerates forward; S/Down applies reverse/throttle backward; A/Left and D/Right steer. Space is a strong brake/drift control: braking at speed rapidly reduces velocity, increases a visible drift state, emits smoke and occasionally creates skid marks. Left Shift or Right Shift activates a speed boost. Also make the cyan boost-strip area provide an automatic boost while accelerating through it. Clamp the car to a broad playable area and apply soft speed reduction when it is off the central opening section of the track so recovery is forgiving. Use a speed model with forward speed capped around 22 internal units, reverse limited to about -3, responsive steering that turns more at higher speed, and a displayed speed in km/h derived from the internal speed. The vehicle should pitch/ride subtly over the ramp area, without requiring complex stunt physics. Make the goal a single timed lap/run. Before the run begins, show a 3-second countdown (“3”, “2”, “1”, then “GO”), then start the timer. Crossing the marked start/finish gate again after at least four seconds completes the run. Stop the car timer on completion and show a “Run Complete” overlay with the final time and best time. Persist the best time in local storage and update it only when the new run is faster. Include a reset/retry flow and allow R to reset the run. Create a dark glassmorphism HUD over the 3D scene. At the top left show “VELOCITY CIRCUIT” and the subtitle “TIME TRIAL // SECTOR 01.” At the top right show three readouts: TIME formatted as minutes/seconds/milliseconds, SPEED in km/h, and BEST, initially “--:---” if no record exists. At the bottom center show the hint “WASD / arrows to drive · Space drift-brake · Shift boost · brake before the orange apexes” on desktop. On the title screen, use a dark translucent full-screen overlay and a centered rounded card containing the title “Velocity Circuit,” the description “Push a lightweight racer through a floating time-trial circuit. Carry speed through the banked turn, hit the boost strip, and beat the clock.” and an orange “START RUN” button. On completion use the same card style with “Run Complete,” the result text, and an orange “RUN AGAIN” button. Support touch/mobile controls with a bottom control row visible on narrow screens: circular left and right arrow buttons, plus rounded rectangular BRAKE and BOOST buttons. These buttons should use pointer down/up behavior so controls work while held. Keep the scene full-screen, responsive to window resizing, and make the presentation feel like a clean futuristic racing prototype with no weapons, laps beyond the single timed run, or invented extra game systems.