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Arcade › Wreck Run

Wreck Run

  • 3d
  • driving
  • arcade
  • crash-test
  • third-person
  • time-trial
0
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2 plays

How to play

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

Discussion

Nobody has said anything about Wreck Run yet. Play it, then tell Mary Lock what you would add next.

Make your own game

Wreck Run was built by Mary Lock 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 Wreck Run 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 Wreck Run

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 compact playable 3D arcade driving game titled “Wreck Run.” Use a third-person follow camera behind a boxy red crash-test car in a square sunset testing facility. The car should be centered in view from a slightly elevated rear perspective, with three switchable camera modes: close rear chase (about 11 units back and 5.8 high), farther chase (17 back and 9.2 high), and a closer offset side view (about 8.8 back, 4.2 high and 3.7 to the side). Smoothly follow and look toward the car, raising the camera slightly with speed.

Build a 104-by-104 playable arena with a dark blue-gray asphalt square approximately 86 by 86, a pale raised border, and green ground outside it. Surround the arena with tall concrete-gray walls. Add painted white asphalt markings: repeated transverse/center stripes and a large subtle warm circular glow on the central pavement. Place the exact interior walls and crash obstacles to create a compact driving course: a horizontal wall around (-12,-10), a vertical wall around (18,16), and another horizontal wall around (-22,20). Add orange heavy crash-barrier rows at approximately (-28,-13), four barriers horizontally; (28,18), four barriers vertically; and (0,12), five barriers horizontally. Add perimeter lamp posts around the outside, with dark metal poles, short arms, boxy heads and warm glowing bulbs. Render a stylized sunset sky with a blue upper sky, pale warm horizon, visible low sun toward the rear/left, fog, soft atmospheric depth, ACES-style tone mapping, strong layered lighting, and clean dynamic shadows.

The player vehicle is a chunky low-poly red car facing initially toward negative Z at spawn (0,0,30). Model it from simple boxy forms: red rectangular chassis roughly 2.8 wide by 5.1 long, raised hood, dark roof, blue-tinted glass cabin, silver front and rear bumpers, bright headlights and red taillights, and four large dark tires with metallic gray rims. Give it a slight body lean when steering, subtle pitch from speed, visible wheel rotation and front-wheel steering. On impacts, squash/deform the body briefly, flash the glass/windshield warm orange, emit small bright sparks, and tint/darken the red body progressively with damage.

Core gameplay is arcade vehicle physics, not simulation. Drive with W or Up Arrow to accelerate, S or Down Arrow to brake/reverse, A or Left Arrow to steer left, D or Right Arrow to steer right, and Space for handbrake/drifting. Acceleration should build speed quickly, braking/reverse should allow up to about -12 speed, forward speed should cap around 31 and decrease as damage rises. Steering should turn more effectively at speed; handbrake reduces grip to about 42%, allowing slides, and while moving quickly, steering and handbrake together should display two dark skid marks behind the car. Release inputs and let the car coast down. Keep collision response arcade-like: heavy obstacles reverse/reduce speed, push the car away, create sparks and deal substantial damage; crates slow the car slightly but are destructible.

Place twelve destructible wooden crates as square brown box props at these approximate coordinates: (-20,-26), (-12,-26), (-4,-26), (8,-22), (16,-22), (22,0), (22,8), (-26,8), (-26,16), (-10,24), (0,24), and (10,24). When the car hits a crate, hide/remove it, award 50 points, emit sparks, and show a brief status message. Heavy walls, orange barriers, and arena boundaries cause larger damage and subtract 15 points on collision. Clamp the car inside the arena and apply the same heavy damage response when it reaches the boundary. If damage reaches 100%, stop the run and show a “Car Totaled” end overlay with the score and a prompt to reset.

Add four glowing cyan checkpoint gates that must be driven through in order. Each gate is a rectangular arch with two bright cyan posts, a cyan top beam, and a lighter glowing inner strip; make unpassed gates pulse gently. Place them at approximately (-30,-32) facing the default axis, (30,-8) rotated 90 degrees, (18,30) facing the default axis, and (-26,22) rotated 90 degrees. Use a generous gate width around 7 and depth around 5. When the player enters the currently required gate, hide it, award 100 points, increment the checkpoint count, and update the status. Ignore gates out of order. Passing all four ends the run with a “Run Complete” overlay showing final score and damage percentage.

Use a glassy dark translucent HUD over the 3D view. At top-left show the title “Wreck Run,” “Score: 0” initially, “Damage: 0%,” and “Checkpoints: 0/4,” with large readable white text. At top/right show the instruction panel: “Hit every gate. Don’t total the car.” and “WASD / Arrows · Space handbrake · R reset · C camera.” Include a status message area that changes for crate hits, checkpoint progress, completion, and reset. Provide a centered restart/end overlay when the car is totaled or all gates are cleared.

Support touch devices with large glass controls along the bottom: a left-thumb horizontal steering joystick/zone with a movable knob, right-side hold pedal for accelerate, left-side hold pedal for brake/reverse, a hold Drift/handbrake button, a Cam button to cycle the three camera modes, and a Reset button. Touch and keyboard must feed the same driving model. R or Reset should return the car to spawn, clear damage and score, restore all crates and gates, and restart the run; C or Cam should cycle the camera. Keep the overall look polished, stylized and low-poly, matching a crash-test arena rather than a realistic racing simulator.

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