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Velocity Circuit

  • 3d
  • racing
  • arcade
  • mobile
  • endless
0
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How to play

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

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Make your own game

Velocity Circuit was built by Biko 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.

Read the build brief for Velocity Circuit

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 mobile-friendly 3D arcade racing game titled “Velocity Circuit,” using a dark navy nighttime interface and a third-person chase camera. The player drives a red low-poly race car on a broad modular road circuit made from rectangular road segments laid out as a long looping/rounded-rectangle course: a straight start section, right turn, upper straight, left turn, and return. Keep the camera behind and slightly above the car, smoothly following its lateral position and looking toward the road ahead. Use Three.js-style lighting with a dark colored sky/background, fog in the distance, soft shadows, a large flat ground plane, road barriers, banner towers, and glowing accent beacons around the circuit. Race cars can use simple stylized low-poly racing-car models: the player is red and three AI rivals are green, orange, and green. Rivals drive forward on their own lanes and their progress determines the player’s place; show them on the course as obstacles/competition, but do not add collision mechanics that are not specified.

At launch, show the race world dimly behind a full-screen translucent dark menu overlay. Center a rounded dark panel with the large two-line title “VELOCITY CIRCUIT,” with CIRCUIT in yellow-orange, the subtitle “Mobile arcade racing — three circuits, rivals, nitro and weather.”, and a “CHOOSE A CIRCUIT” section. Offer three selectable cards in one row: “Sunset Sprint” with “Balanced • 3 laps,” “Frostbite Pass” with “Slippery • 3 laps,” and “Storm Harbor” with “Technical • 3 laps.” Sunset Sprint is selected initially with a yellow border and subtly different dark background. Include a full-width orange/yellow gradient “START RACE” button and the hint “Hold ◀ ▶ to steer • Nitro gives a burst of speed.”

When START RACE is pressed, hide the menu, show bottom touch controls, build the selected track, and place the red player car at the start with three rivals nearby. Run a visible countdown toast of “3”, “2”, “1”, then “GO!” before enabling driving. The car accelerates automatically; the player does not have a throttle or brake. Holding left or right steers laterally, clamps the car to the road’s playable width, and slightly rotates/leans the car into the steering direction. Support both touch/pointer controls and keyboard controls: left/right arrow keys or A/D steer, and Space activates nitro. The bottom UI should have large rounded left and right steering buttons and a blue gradient “NITRO” button on the right. Buttons should be touch-friendly and visibly react while pressed.

Nitro is a refillable boost meter: while held and available, increase the target speed for a burst and drain the meter; when not boosting, slowly refill it. Display it as a horizontal bar in the upper-left HUD. The upper-left card should have the label “VELOCITY CIRCUIT,” a large live speed value followed by “KM/H,” and the boost bar. The upper-right card should show “Lap 1/3” (updated live), a large position such as “1ST,” and the selected track name. The car’s displayed speed should rise during normal driving and be higher with nitro. The selected track should alter the visual palette and handling: Sunset Sprint uses a purple/magenta sky, green ground, dark gray road, and yellow-orange markers with normal grip; Frostbite Pass uses a deep blue sky, blue-gray ground and road, pale blue markers, and reduced grip/slippery steering; Storm Harbor uses a dark navy sky, teal ground, dark road, cyan markers, and slightly reduced grip/technical feel. These are palette/handling differences only; do not add unimplemented weather particles or effects.

Model the race as three laps. As the player passes the course’s end/start boundary, reset/wrap the car to the beginning and increment the lap. Update the lap and position HUD continuously. Rivals advance automatically at slightly varied speeds and wrap around the same course; calculate place from their progress. After the player completes the third lap, stop the race, show a “FINISH!” toast, and return to the circuit-selection menu shortly afterward. Preserve the minimalist stylized visual language: dark translucent HUD cards with rounded corners, thin light borders, yellow-orange highlights, foggy colored 3D scenery, soft shadows, and clean bold sans-serif UI typography. Do not add weapons, damage, fuel, braking, collision penalties, extra race modes, weather simulation, or features beyond this described implementation.

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