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Wildline Rally

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Remix it

2 plays

  • 3d
  • racing
  • driving
  • arcade
  • open-world

About Wildline Rally

Race

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

Help this game get better

Made by Nep Alizade, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Nobody has said anything about Wildline Rally yet. Play it, then tell Nep Alizade what you would add next.

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Make your own game

Wildline Rally was built by Nep Alizade 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 Wildline Rally 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 Wildline Rally

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 “Wildline Rally,” a minimalist, third-person 3D open-road driving game set in a bright, low-poly countryside. Use a gently elevated chase camera directly behind and above a small orange/red racing car with exposed dark tires; keep the car centered low in frame while the camera smoothly follows its heading and position. The world is a broad, flat green grass field beneath a pale blue sky with light atmospheric fog. Build a wide looping country road with a couple of side roads, dark charcoal asphalt, pale narrow shoulders, and short pale center dashes. Scatter stylized pine trees around the roads and distant rounded, faceted green hills along the horizon; include a few simple suburban houses beside the side roads. Keep the world open and drivable with no visible barriers or traffic. Use simple soft daylight and a clean, playful low-poly aesthetic.

The player can freely drive immediately from a starting position on the road loop. Driving is arcade-simple: hold gas to accelerate up to a moderate top speed, release it to coast and gradually slow, use brake to slow or reverse when stopped, and steer left/right; steering effectiveness increases with speed and turning direction reverses while backing up. A handbrake key rapidly reduces speed. Keyboard: W/up arrow gas, S/down arrow brake, A/left and D/right steer, Space handbrake, R resets the car to the starting position and orientation. Do not add collisions, damage, opponents, upgrades, or other mechanics. Provide mobile touch buttons for left, right, brake, and gas.

There is an optional checkpoint race started by a prominent top-center button. Place five simple arch-shaped gates along the loop, each with two vertical posts and a top bar. The currently required gate glows bright cyan/teal while other gates remain dim and subdued. In race mode, require the player to drive near each gate in sequence; touching the active gate advances the checkpoint and briefly shows a “CHECKPOINT!” toast. Completing the fifth gate stops the race and displays the finish time; the race button then allows racing again. The player can otherwise roam freely without starting a race. Display a translucent dark rounded HUD at the upper right with current speed in KM/H and race time (show a placeholder before a race), plus the game title and “OPEN ROAD · FREE DRIVE” at upper left. Center the checkpoint/free-drive status below the race button. Show concise keyboard driving instructions at lower left on desktop; on touch devices show large translucent steering buttons lower left and brake/gas buttons lower right. Use a bright lime green race button and gas button, white condensed bold headings, subtle shadows, and glassy dark blue-green HUD panels. Match the sparse, spacious framing and clean arcade presentation of the reference.

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