Venice Gondola
Race a gondola 600 metres through dawn canals with pickups, or ferry five passengers without bumping walls. Copy this prompt and build it with Kimi.
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Generate a 3D gondola racing web game on Venice's dawn canals.
Create a 3D gondola game on Venice’s canals at dawn, with bridges, docks, waterfront buildings, morning light and water reflections. Offer two modes. In the regatta, race three local boatmen over an approximately 600-metre point-to-point course, reaching ZATTERE ALBA first to win, with pickups inside lantern crates along the canal. In the morning route, ferry five passengers between docks; approach slowly and facing forward to board or disembark. Hitting walls, bridge piers or other boats makes passengers leave, and losing three passengers ends the route. Use W to pole forward, S to reverse or brake, A/D to turn, mouse strokes for acceleration and steering, Space to push away from walls, E for regatta pickups and Esc to pause. Provide event selection, a starting roster, start, controls and settings menus, plus race position, progress or passenger objectives, results and replay. Move the setting from Venice's canals to a Jiangnan water town: the gondola becomes a sculled black-awning boat, the banks are lined with whitewashed walls, dark tiled roofs, stone arch bridges and waterfront verandas, and the dawn light becomes a warm golden sunrise in thin mist. Relocate the race finish and the pickup crates to a dock archway and lantern boats; keep both modes, the controls and the collision rules exactly as they are.
Create a 3D gondola game on Venice’s canals at dawn, with bridges, docks, waterfront buildings, morning light and water reflections. Offer two modes. In the regatta, race three local boatmen over an approximately 600-metre point-to-point course, reaching ZATTERE ALBA first to win, with pickups inside lantern crates along the canal. In the morning route, ferry five passengers between docks; approach slowly and facing forward to board or disembark. Hitting walls, bridge piers or other boats makes passengers leave, and losing three passengers ends the route. Use W to pole forward, S to reverse or brake, A/D to turn, mouse strokes for acceleration and steering, Space to push away from walls, E for regatta pickups and Esc to pause. Provide event selection, a starting roster, start, controls and settings menus, plus race position, progress or passenger objectives, results and replay. Add drift scoring and a season system to the regatta mode: holding A/D through a turn triggers a drift that scores points by duration and how tightly it hugs the corner, building nitro for a short speed boost; four tracks map to spring, summer, autumn and winter skins with matching water conditions. The results page shows drift score and season points; the ferry mode rules stay unchanged.
Create a 3D gondola game on Venice’s canals at dawn, with bridges, docks, waterfront buildings, morning light and water reflections. Offer two modes. In the regatta, race three local boatmen over an approximately 600-metre point-to-point course, reaching ZATTERE ALBA first to win, with pickups inside lantern crates along the canal. In the morning route, ferry five passengers between docks; approach slowly and facing forward to board or disembark. Hitting walls, bridge piers or other boats makes passengers leave, and losing three passengers ends the route. Use W to pole forward, S to reverse or brake, A/D to turn, mouse strokes for acceleration and steering, Space to push away from walls, E for regatta pickups and Esc to pause. Provide event selection, a starting roster, start, controls and settings menus, plus race position, progress or passenger objectives, results and replay. Add a beginner route for first-time players: wider water, gentler bends and no other boats, with five checkpoints along the banks that each pop up a one-line control hint, practicing poling forward, turning, braking, docking and using pickups in order. Finishing the full route unlocks the real regatta, and its results are kept off the leaderboard.



