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Arcade › Vortex Intercept
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Laurie Dunivan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Vortex Intercept yet. Play it, then tell Laurie Dunivan what you would add next.
Vortex Intercept was built by Laurie Dunivan 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 Vortex Intercept 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 3D third-person storm-chaser driving game titled “Vortex Intercept.” The camera follows behind and slightly above a stylized armored interceptor vehicle on a dark paved two-lane-width road through an open prairie. Use a cinematic low-poly storm aesthetic: gray-blue storm sky and fog, textured olive-green ground, scattered simple conical trees, occasional farm-shed/block structures, dark low cloud shelf, rain particles, occasional blue-white lightning flashes, and flying rectangular debris. The road should have subtle texture, faint edge lines, and repeated yellow center dashes. The player drives toward a large moving tornado. Build the tornado as an animated broadening funnel made of many semi-transparent dark gray rotating bands/rings, with a dusty brown rotating base cloud. Place a glowing yellow warning ring on the ground around the tornado, approximately 10 units in radius. The tornado continuously follows a wandering path across the world, so the player must chase it rather than approach a static target. Debris orbits the tornado at varying radii and heights and spins as it flies. The player vehicle should be a chunky stylized storm-interceptor, visibly assembled from a base truck/van-like vehicle plus custom armor: a low armored belly, dark ground skirts, a sloped wedge nose, black narrow windshield/viewing slots, roof armor, rear equipment box, side window slits, external spike-like probe hardware, and a roof radar/camera or probe apparatus. Give it a green/dark-toned appearance in the primary shown vehicle, with bright contrasting armor details and a visible rear bed/window; keep the overall look like a simplified low-poly game vehicle. Provide five selectable vehicle choices at the bottom of the screen: D1 (Dominator 1), D2 (Dominator 2), D3 (Dominator 3), TIV1 (TIV 1), and TIV2 (TIV 2). They can use distinct orange/red/gray/white armored kits and silhouettes. Their stats must differ exactly in gameplay role: D1 speed 18, turn 2.35, armor 4, probe multiplier 1.00; D2 speed 16, turn 2.0, armor 6, probe multiplier 1.18; D3 speed 14.5, turn 1.8, armor 8, probe multiplier 1.38; TIV1 speed 13.2, turn 1.65, armor 9, probe multiplier 1.55; TIV2 speed 12.4, turn 1.55, armor 10, probe multiplier 1.75. Higher armor should reduce tornado/debris damage while lower-speed vehicles are tougher and give better probe rewards. Core objective: chase the tornado and deploy three probes near its warning ring to collect data. Begin with 3 probes, score/data 0, and damage 0%. Deploying a probe consumes one probe and places a glowing cyan cylindrical probe at the vehicle’s current position. If the vehicle is within 12 units of the tornado, award round((140 - distance*6) * the selected vehicle’s probe multiplier), with a minimum of 25, and show a message that it deployed in the inflow. If within 12–24 units, award round(35 * multiplier) as outer wind data. Beyond 24 units, award no points and explain that the probe missed and the player should get closer to the yellow ring. A deployed probe that later comes within 8 units of the tornado core gets an additional +70 data bonus once. Probes visibly remain in the world and slowly rotate. Driving physics should support forward/reverse acceleration, speed limits based on the selected vehicle, steering whose effectiveness uses its turn stat, drag/friction, and braking. W/ArrowUp drives forward; S/ArrowDown reverses; A/D or ArrowLeft/ArrowRight steers; Shift brakes; Space deploys a probe. The vehicle should be pulled toward the tornado when within 17 units, with pull strength reduced by armor, and should take increasing damage while in that inflow. Very close core contact under 5.2 units causes severe additional damage. Collision/proximity with flying debris also causes damage. At 100% damage disable the vehicle, stop driving, and show “Vehicle disabled by the vortex. Press R to restart the chase.” R resets the run after disable: vehicle at the starting road position, speed 0, damage 0, score 0, and 3 probes. Vehicle selection should be available during play and selecting after disable repairs it partially and resumes play as in the original behavior. Use a third-person camera that normally trails the player, aimed at its upper body. Allow dragging on the 3D scene with mouse/finger to orbit and tilt the camera; mouse wheel zooms, Q/E rotates camera, and Z/X zooms. Clamp camera pitch and distance so it remains a practical chase view. Include mobile controls: a translucent circular virtual joystick at lower left for steering and forward/reverse input, a blue “Brake” button and red “Deploy” button at lower right. Make touch controls usable in portrait mode and hide desktop help on small screens. HUD must be large, high-contrast, dark translucent rounded panels over the scene. At the top show selected vehicle name and a stats line reading Armor, Speed, and Probe multiplier; also show “Data” with the score, “Damage” as a percentage, and “Probes” remaining. At the center/top show a yellow/orange rounded tutorial/status message initially saying: “Pick D1/D2/D3/TIV1/TIV2, chase the tornado, then deploy probes near the warning ring.” Update it for probe results, bonuses, all probes being deployed, and game over. Along the bottom show five vehicle selection buttons, with the selected one highlighted orange and the others dark blue-gray. On desktop show a compact help panel describing keyboard driving, camera drag, wheel zoom, Q/E rotation, Space deploy, and Shift brake. Render with soft shadows, ACES-like tone mapping, subtle bloom, fog, and storm lighting, keeping the visual presentation close to a mobile-friendly portrait gameplay screen with the vehicle in the lower center, road leading toward the tornado, HUD overlaid above it.