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Anime Striker Lab

  • 3d
  • soccer
  • arcade
  • anime
  • mobile
  • character-customization
0
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How to play

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

Discussion

Nobody has said anything about Anime Striker Lab yet. Play it, then tell Tynaquia Haywood what you would add next.

Make your own game

Anime Striker Lab was built by Tynaquia Haywood 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 Anime Striker Lab 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 Anime Striker Lab

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 mobile-first 3D arcade soccer game titled “Anime Striker Lab,” built with Three.js and presented in a bright anime/chibi toon-shaded style. The game opens on a customization menu over a visible soccer-pitch scene. Use a large translucent white rounded menu card with a dark navy title, yellow offset shadow, and the subtitle “Build your player, choose a real soccer role, then take the field.” Include editable player name (default KAI) and number (default 10), four position chips (Striker selected by default, Midfielder, Defender, Goalie), color inputs for jersey, trim, shorts, socks, hair top, hair fade, and skin tone, plus a hair-style selector with Spikes, Swoop, and Puffs. Show a live chibi player preview behind the menu whose colors, name/number, hair, and appearance update immediately. Add a prominent pink-to-purple “Start Match” button. Persist customization and selected position locally.

The 3D scene is a full rectangular green soccer pitch with alternating grass stripes, white touchlines, a halfway line, center circle, goal-box lines, and simple white goals with posts, crossbars, and translucent nets at both ends. Place park trees around the field using stylized low-poly/CC0 tree assets. Use a pale cyan sky background with fog, bright directional sunlight, soft shadows, and toon materials. The player is assembled from simple toon-shaded geometry: capsule torso and limbs, large spherical head, large dark anime eyes with white highlights, colored jersey and trim, shorts, socks, black boots, two-tone hair cap/fade, and optional spikes/swoop/puffs. Display the entered name and up-to-two-digit number on the player’s jersey.

When Start Match is pressed, hide the menu and begin a 90-second match. The player’s role changes starting location and attributes: Striker starts near the attacking end at z=-6.5 and has the fastest movement and strongest kick; Midfielder starts near z=-1.6 with balanced speed and increased stamina; Defender starts deeper at z=3.6 with steady stamina; Goalie starts by the home net at z=9.2 and has strong clearances. Orient the pitch so the opponent goal is at z=15.5 and the home goal is at z=-15.5. The player can move within the pitch bounds, automatically take possession when close to the ball, dribble with the ball held slightly in front, and kick it in the direction of movement. If there is little movement input, kick forward; bias shots toward the opponent goal for mobile-friendly aiming. Kicks launch the ball with forward power, a small upward arc, gravity, bouncing, friction, and side-wall rebounds. A goal is awarded when the ball crosses the opponent goal line within the goal width and below the crossbar; scoring resets the player and ball and emits colorful falling confetti. If the ball crosses the home goal line, award the rival a goal and reset. Show a temporary “GOOOAL!”, “OWN GOAL!”, or “BLOCK!” toast as appropriate.

Add three simple blue-shirt rival defenders positioned in the opponent half and one yellow-shirt rival goalkeeper near the opponent goal. They move between home positions and the ball, chase when the ball advances, turn toward it, and can body-block or deflect loose balls; the goalkeeper patrols laterally within the goal mouth. The ball is a white toon soccer ball with several dark polygonal patches. Animate player legs and arms while moving, animate the ball rolling while airborne/rolling, and use a follow camera in play: elevated behind and slightly above the player, looking toward the field ahead. In the menu/paused state, use a closer camera framing the preview player and field.

Provide a fixed HUD above the 3D view. At top-left show a dark translucent rounded badge with the score in “player - rivals” format, initially 0 - 0, plus a role hint. At top-right show the remaining time initially 90s and a cyan-to-yellow stamina meter. Include a dark translucent MENU button beneath/right of the HUD for pausing and returning to the customization menu. While playing on mobile, show a translucent circular virtual joystick at bottom-left and round action buttons at bottom-right: blue SPRINT and orange/red KICK. Sprint is held while the button is pressed, increases movement speed, drains stamina, and stamina regenerates when not sprinting; kicking also consumes a small amount. Support keyboard controls as well: WASD or arrow keys move, Space kicks, Shift sprints, and Escape toggles the menu/pause. Prevent the mobile controls and menu from being blocked by the render canvas. When time reaches zero, stop the match, return to the menu, and show “MATCH WON!” when the player score is at least the rival score, otherwise “TRY AGAIN!”. Use responsive styling so the menu becomes a scrollable lower card on narrow/mobile screens, with the pitch and HUD still visible behind it.

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