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Voltage Circuit

  • 3d
  • racing
  • kart-racer
  • arcade
  • synthwave
  • neon
  • endless?
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About Voltage Circuit

Race through the neon-lit **Voltage Circuit**, where you drift around tight turns, launch off jumps, and outmaneuver AI rivals on a vibrant track. Feel the thrill of nitro boosts and a lively synthwave soundtrack as you carve your path to victory.

How to play

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

Discussion

Nobody has said anything about Voltage Circuit yet. Play it, then tell Mariana Muntean what you would add next.

Make your own game

Voltage Circuit was built by Mariana Muntean 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 Voltage 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 Voltage 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 browser-based 3D arcade kart racer titled “Voltage Circuit,” using a third-person chase camera in a dark neon synthwave arena. The player drives a small stylized Kenney kart with a glowing cyan underglow halo, racing against two AI karts with pink and gold underglows. The camera follows behind and slightly above the player, looking forward along a wide winding closed circuit; use smooth camera motion and a subtle violet sunset/horizon, dark navy sky, sparse stars, fog, and a large perspective grid floor outside the track. Add cyan and magenta emissive track rails/curbs, alternating illuminated curb sections, perimeter pylons, distant suburban houses and trees, and decorative cyan/pink energy rings beyond the circuit. Keep the overall art style clean low-poly/asset-based with bright unlit neon accents and a midnight synthwave palette.

Gameplay is an auto-drive race: the karts continuously accelerate around one winding circuit, while the player controls only lateral steering. Use A/D or Left/Right arrows to move across the lane; also provide large touch buttons for left, right, and DRIFT. Down/S can slow the player. The race has exactly three laps and two AI rivals. The player begins on a checkerboard start/finish strip and the opening overlay explains “One circuit. Three laps. Two rivals.” Include a 3-second countdown and then “GO!”. AI rivals follow the same route and have slightly different normal speeds.

Implement the main circuit as a broad asphalt ribbon following a flowing, irregular oval/winding curve, with cyan outer and magenta inner edge rails. Use a directed increasing progress coordinate around the track. Lap completion must require ordered checkpoints at progress parameters approximately 0.36, 2.4, 3.85, 5.3, and then finish at 2π; crossing the finish line alone or moving in reverse must not award a lap. After three validated laps, stop the race and show a finish overlay with the player’s place and elapsed time. Wall/edge contact clamps the kart’s lateral offset and slows it.

Include the special gold shortcut: at a gold-marked fork around track parameter 0.58, steering toward the inside/right-side branch (player offset less than about -1.1) enters a gold shortcut chord that rejoins the main circuit around parameter 2.18. The shortcut is narrower, has gold borders, and uses the same increasing progress/checkpoint system as the main route. Show a “SHORTCUT →” sign near its entrance and notify the player when it is taken. The first AI does not normally use it except on its second lap. Place a large cyan “BOOST >>>” sign and a full-width cyan boost pad on the far straight around parameter 3.5; crossing it once per lap grants an automatic temporary turbo. Boost visibly increases speed and displays “BOOST” or a turbo notification.

Add a full-width cyan-lit jump ramp after the boost, approximately from progress 3.96 to 4.16, rising to height 1.8. All three racers automatically launch when crossing its lip, arc through the air with gravity, then land back on the track. Keep lateral steering active while airborne, but disable drift sparks in the air. Display “JUMP ↑”, “AIR TIME!”, and “SMOOTH LANDING” feedback for the player. Each racer can launch once per lap. The ramp should have a dark blue surface, cyan and pink edge lighting, side walls, and several cyan transverse stripes.

Add drifting/turbo: while the player is grounded, hold Space (or the DRIFT touch button) together with either steering direction to charge a drift. Steering is more responsive during drift and speed is slightly reduced while charging. Show a horizontal drift charge meter at the bottom; release drift after at least about 0.65 seconds to grant a temporary turbo, with longer charge producing a stronger turbo. Emit rear-tire additive line sparks while drifting; their color progresses from orange at low charge to cyan at medium charge to pink at high charge. Do not emit these sparks while airborne.

HUD: fixed overlay with the brand “VOLTAGE / CIRCUIT,” lap counter “1 / 3” through “3 / 3,” position (1st/2nd/3rd), elapsed time, a small top-right minimap showing the circuit outline, gold shortcut chord, and three colored racer dots, a centered contextual notice area, speed in KM/H, drift charge bar, and the hint “Auto-drive · ← → steer / Hold SPACE to drift · R restart.” Include a pause button and a sound toggle. On mobile, retain the touch steering/drift controls and responsive HUD. Pause should freeze the race and show a resume overlay; R restarts. Include an intro card with the title, controls, shortcut and boost instructions, and a “START RACE” button. Add synthesized race audio/synthwave-style background music and sound cues for countdown/go, drift turbo, lap, jump, and landing, with a visible SOUND ON/OFF toggle and audio muting when hidden or unfocused. No online multiplayer.

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