Kimi Around the World

Three full browser mini-games in one: hover racing on the Moon, gondola racing in Venice, and neon-city flying chases. Copy the prompt to build your own.

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Generate a moon-hub collection of three full mini-games.

Caribbean Harbor Swap

Replaces the Venice canal race with a Caribbean regatta.

Try Kimi Build
Build a complete, playable single-player browser game collection called KIMI AROUND THE WORLD. The player enters three themed games from a lunar lobby, traveling, racing, and battling alongside three NPC Kimis. Each game must have a complete gameplay loop, not just a visual demo.

Characters and the Lunar Lobby
Kimi is a small ball character with two white vertical capsule-shaped eyes. The player and the three NPCs use different colors and names, keeping a unified, minimal character style.
The lunar lobby features rolling terrain, explorable base facilities, a black sky, and the Earth hanging in the distance. The player can roam freely, and NPCs move around inside the base. Enter the three games below through game-selection portals, preserving the names and colors of the player and NPCs. After a game ends, the player can return to the lunar lobby.

Game 1: MOON RACE
Build a lunar hover-racing game where the player races three NPCs on a roughly 8.8 km circular crater track.
Provide acceleration, steering, braking, and a chase camera, with clear driving feedback.
Fully implement the starting countdown, checkpoints, lap counting, rankings, race finish, and results page.
Place item boxes that grant offensive or interference items such as rockets and banana peels, with obvious hit feedback.
NPCs must complete the race with real driving logic, following the track and actively competing.
The track must have lunar terrain, curves, elevation changes, and clear boundaries; the camera must not clip through terrain.

Game 2: VENICE SPEED
Build a Venice canal game set in morning light, where the player pilots a gondola through waterways, buildings, and bridges.
The scene includes layered waterfront buildings, docks, bridges, and water reflections.
The gondola has paddling animation, steering inertia, and speed feedback.
Provide two modes: a solo passenger-ferrying cruise, and a water race against the three NPCs.
Race mode includes item boxes and water-themed prank items that interfere with opponents and show visible effects.
Fully implement mission/race start, in-progress feedback, end-of-run settlement, and restart.
Prevent the hull and camera from clipping into waterfront buildings, and handle water reflections correctly.

Game 3: CYBER SPACESHIP
Build a flying-taxi game set in a rainy neon city at night. The city has high-rises, sky bridges, billboards, traffic flows, rain and fog, and layered lighting; the vehicles and characters are procedurally generated.
Provide two modes:

Chase Mode
The player drives a flying taxi, dodging buildings and pursuers through city canyons.
The mouse controls flight direction, W/S adjust speed, Shift boosts, and Space performs an upward dash.
Boosting builds up heat; overheating temporarily restricts its use.
Blockade walls appear along the route, and the player must pass through gradually shrinking gaps.
Each blockade breached increases pursuit intensity and lowers the flight ceiling.
Score based on distance, near-misses past obstacles, and blockades breached; show results after a crash and support restarting. Change Game 2's setting from Venice canals to a Caribbean harbor: the player sails a small sloop past colorful port towns, palm-lined docks and coral shallows, with turquoise water, keeping both the passenger-ferry mode and the water race mode with item boxes. Dogfight Mode
The player battles three NPCs for three minutes in a looping city space.
Players can shoot, pick up items, and use shockwave, EMP, shield, and dash abilities.
Getting hit causes a brief loss of control; crashing into city buildings causes an explosion and respawn.
NPCs can track targets, dodge obstacles, shoot, and use items.
Provide a timer, hit counts, a combat log, and final rankings; the seam of the looping scene must be imperceptible.

Technology and Overall Experience
Use vanilla JavaScript and Three.js 0.169.0 ES Modules — no framework, no build step, no backend or online multiplayer; it must run directly from a static file server.
Generate all characters, vehicles, and buildings from primitive or custom geometry; use Canvas or Shaders for textures, with no external models or image textures.
Each game can launch from the lobby and also open standalone; when opened standalone, it has its own menu and a complete gameplay flow.
Use a unified minimal sci-fi interface, the Geist Mono font, a blue accent color, a left-side menu, and a live background scene that keeps running.
Provide controls instructions, pause, graphics and sound settings, a HUD, sound effects, a results page, and local best-score saving.
Pause when the page loses focus, and menu interactions must not accidentally trigger game controls.
Deliver the complete static website source code, and actually verify the entering, playing, settling, restarting, and returning flows for all games. Ensure there are no console errors and no obvious clipping or scene jumps, targeting smooth performance at default graphics quality on an ordinary laptop.
Add a Fourth Game

Adds a desert rally game to the moon hub.

Try Kimi Build
Build a complete, playable single-player browser game collection called KIMI AROUND THE WORLD. The player enters three themed games from a lunar lobby, traveling, racing, and battling alongside three NPC Kimis. Each game must have a complete gameplay loop, not just a visual demo.

Characters and the Lunar Lobby
Kimi is a small ball character with two white vertical capsule-shaped eyes. The player and the three NPCs use different colors and names, keeping a unified, minimal character style.
The lunar lobby features rolling terrain, explorable base facilities, a black sky, and the Earth hanging in the distance. The player can roam freely, and NPCs move around inside the base. Enter the three games below through game-selection portals, preserving the names and colors of the player and NPCs. After a game ends, the player can return to the lunar lobby.

Game 1: MOON RACE
Build a lunar hover-racing game where the player races three NPCs on a roughly 8.8 km circular crater track.
Provide acceleration, steering, braking, and a chase camera, with clear driving feedback.
Fully implement the starting countdown, checkpoints, lap counting, rankings, race finish, and results page.
Place item boxes that grant offensive or interference items such as rockets and banana peels, with obvious hit feedback.
NPCs must complete the race with real driving logic, following the track and actively competing.
The track must have lunar terrain, curves, elevation changes, and clear boundaries; the camera must not clip through terrain.

Game 2: VENICE SPEED
Build a Venice canal game set in morning light, where the player pilots a gondola through waterways, buildings, and bridges.
The scene includes layered waterfront buildings, docks, bridges, and water reflections.
The gondola has paddling animation, steering inertia, and speed feedback.
Provide two modes: a solo passenger-ferrying cruise, and a water race against the three NPCs.
Race mode includes item boxes and water-themed prank items that interfere with opponents and show visible effects.
Fully implement mission/race start, in-progress feedback, end-of-run settlement, and restart.
Prevent the hull and camera from clipping into waterfront buildings, and handle water reflections correctly.

Game 3: CYBER SPACESHIP
Build a flying-taxi game set in a rainy neon city at night. The city has high-rises, sky bridges, billboards, traffic flows, rain and fog, and layered lighting; the vehicles and characters are procedurally generated.
Provide two modes:

Chase Mode
The player drives a flying taxi, dodging buildings and pursuers through city canyons.
The mouse controls flight direction, W/S adjust speed, Shift boosts, and Space performs an upward dash.
Boosting builds up heat; overheating temporarily restricts its use.
Blockade walls appear along the route, and the player must pass through gradually shrinking gaps.
Each blockade breached increases pursuit intensity and lowers the flight ceiling.
Score based on distance, near-misses past obstacles, and blockades breached; show results after a crash and support restarting. Add a fourth game, DESERT RALLY: an off-road rally across rolling dunes and canyons with drifting, ramp jumps, sandstorm weather and three checkpoints; place its entrance in the moon hub's game-select area, sharing the player's name and color with the other three games. Dogfight Mode
The player battles three NPCs for three minutes in a looping city space.
Players can shoot, pick up items, and use shockwave, EMP, shield, and dash abilities.
Getting hit causes a brief loss of control; crashing into city buildings causes an explosion and respawn.
NPCs can track targets, dodge obstacles, shoot, and use items.
Provide a timer, hit counts, a combat log, and final rankings; the seam of the looping scene must be imperceptible.

Technology and Overall Experience
Use vanilla JavaScript and Three.js 0.169.0 ES Modules — no framework, no build step, no backend or online multiplayer; it must run directly from a static file server.
Generate all characters, vehicles, and buildings from primitive or custom geometry; use Canvas or Shaders for textures, with no external models or image textures.
Each game can launch from the lobby and also open standalone; when opened standalone, it has its own menu and a complete gameplay flow.
Use a unified minimal sci-fi interface, the Geist Mono font, a blue accent color, a left-side menu, and a live background scene that keeps running.
Provide controls instructions, pause, graphics and sound settings, a HUD, sound effects, a results page, and local best-score saving.
Pause when the page loses focus, and menu interactions must not accidentally trigger game controls.
Deliver the complete static website source code, and actually verify the entering, playing, settling, restarting, and returning flows for all games. Ensure there are no console errors and no obvious clipping or scene jumps, targeting smooth performance at default graphics quality on an ordinary laptop.
Beginner Mode

Adds an optional easy mode to all three games.

Try Kimi Build
Build a complete, playable single-player browser game collection called KIMI AROUND THE WORLD. The player enters three themed games from a lunar lobby, traveling, racing, and battling alongside three NPC Kimis. Each game must have a complete gameplay loop, not just a visual demo.

Characters and the Lunar Lobby
Kimi is a small ball character with two white vertical capsule-shaped eyes. The player and the three NPCs use different colors and names, keeping a unified, minimal character style.
The lunar lobby features rolling terrain, explorable base facilities, a black sky, and the Earth hanging in the distance. The player can roam freely, and NPCs move around inside the base. Enter the three games below through game-selection portals, preserving the names and colors of the player and NPCs. After a game ends, the player can return to the lunar lobby.

Game 1: MOON RACE
Build a lunar hover-racing game where the player races three NPCs on a roughly 8.8 km circular crater track.
Provide acceleration, steering, braking, and a chase camera, with clear driving feedback.
Fully implement the starting countdown, checkpoints, lap counting, rankings, race finish, and results page.
Place item boxes that grant offensive or interference items such as rockets and banana peels, with obvious hit feedback.
NPCs must complete the race with real driving logic, following the track and actively competing.
The track must have lunar terrain, curves, elevation changes, and clear boundaries; the camera must not clip through terrain.

Game 2: VENICE SPEED
Build a Venice canal game set in morning light, where the player pilots a gondola through waterways, buildings, and bridges.
The scene includes layered waterfront buildings, docks, bridges, and water reflections.
The gondola has paddling animation, steering inertia, and speed feedback.
Provide two modes: a solo passenger-ferrying cruise, and a water race against the three NPCs.
Race mode includes item boxes and water-themed prank items that interfere with opponents and show visible effects.
Fully implement mission/race start, in-progress feedback, end-of-run settlement, and restart.
Prevent the hull and camera from clipping into waterfront buildings, and handle water reflections correctly.

Game 3: CYBER SPACESHIP
Build a flying-taxi game set in a rainy neon city at night. The city has high-rises, sky bridges, billboards, traffic flows, rain and fog, and layered lighting; the vehicles and characters are procedurally generated.
Provide two modes:

Chase Mode
The player drives a flying taxi, dodging buildings and pursuers through city canyons.
The mouse controls flight direction, W/S adjust speed, Shift boosts, and Space performs an upward dash.
Boosting builds up heat; overheating temporarily restricts its use.
Blockade walls appear along the route, and the player must pass through gradually shrinking gaps.
Each blockade breached increases pursuit intensity and lowers the flight ceiling.
Score based on distance, near-misses past obstacles, and blockades breached; show results after a crash and support restarting. Add an optional beginner mode to all three games: auto-braking into corners in MOON RACE, self-righting boats in VENICE SPEED, and gaps in the blockade walls doubled with the overheat penalty halved in CYBER SPACESHIP; expose a toggle in the settings page, off by default. Dogfight Mode
The player battles three NPCs for three minutes in a looping city space.
Players can shoot, pick up items, and use shockwave, EMP, shield, and dash abilities.
Getting hit causes a brief loss of control; crashing into city buildings causes an explosion and respawn.
NPCs can track targets, dodge obstacles, shoot, and use items.
Provide a timer, hit counts, a combat log, and final rankings; the seam of the looping scene must be imperceptible.

Technology and Overall Experience
Use vanilla JavaScript and Three.js 0.169.0 ES Modules — no framework, no build step, no backend or online multiplayer; it must run directly from a static file server.
Generate all characters, vehicles, and buildings from primitive or custom geometry; use Canvas or Shaders for textures, with no external models or image textures.
Each game can launch from the lobby and also open standalone; when opened standalone, it has its own menu and a complete gameplay flow.
Use a unified minimal sci-fi interface, the Geist Mono font, a blue accent color, a left-side menu, and a live background scene that keeps running.
Provide controls instructions, pause, graphics and sound settings, a HUD, sound effects, a results page, and local best-score saving.
Pause when the page loses focus, and menu interactions must not accidentally trigger game controls.
Deliver the complete static website source code, and actually verify the entering, playing, settling, restarting, and returning flows for all games. Ensure there are no console errors and no obvious clipping or scene jumps, targeting smooth performance at default graphics quality on an ordinary laptop.