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Backboard Rivals

  • 3d
  • sports
  • basketball
  • arcade
  • local multiplayer
  • mobile-friendly
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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. Vihessa Bhalik built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Backboard Rivals yet. Play it, then tell Vihessa Bhalik what you would add next.

Make your own game

Backboard Rivals was built by Vihessa Bhalik 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 Backboard Rivals 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 Backboard Rivals

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 browser-playable 3D arcade basketball game titled “Backboard Rivals,” with a dark navy, polished arena presentation and a fixed HUD layered over a Three.js-style third-person court view. Show the court from behind and above the player, with a perspective camera following the player from around y=11 and behind their position; keep the basket at the far end of the court and smoothly follow horizontal/depth player movement. Use a dark blue background with subtle fog, bright warm directional lighting, soft shadows, and simple low-poly/stylized 3D geometry.

Build a full basketball court as a large blue rectangular floor approximately 24 units wide by 32 deep, with cream boundary markings, a cream half/court marking and a semicircular arc near the basket, dark raised side walls, and a red/orange painted key area at the far end. At the far baseline, create a hoop assembly: a gray vertical pole, a translucent pale backboard, an orange-red circular rim, and a pale wireframe/net cylinder hanging beneath it. Include two small stylized arena banner/prop objects near the sidelines if available. Place an orange basketball near and slightly in front of the player.

The player is a simple stylized humanoid basketball avatar: a rounded capsule-like colored body, spherical head, dark stylized hair (with roster-dependent variations such as messy, textured, fringe, spiky, turban, curls, waves, or straight), and optional simple glasses. Put the player near the camera on the near half of the court. Add a red stylized bot/rival avatar farther upcourt that moves back and forth in a loose pattern. The roster shown in the menu should list these exact selectable-looking names as chips: Krishnav, Aryan Kapoor, Shauryaveer, Vihaan Sambi, Arjan, Vihaan, Ridhaan, Virat, Naman, Vibhav. The displayed player can use a blue accent body and the opponent a red accent body; the roster chips do not need to implement separate selection because the source game only presents them.

On startup, display a centered translucent near-black menu panel with rounded corners, blue-gray border, and shadow. It should read “Pick your run” and explain: “Fast arcade basketball with a custom crew. Online matchmaking is marked as a beta shell — this browser build uses bots/local play until a real server is connected.” Below it show the ten roster chips and a 3-column button grid: “Quick Match” (orange highlighted), “3PT Contest,” “HORSE,” “Dunk Challenge,” “Training,” and “Online Beta.” Include the hint: “Move: WASD / arrows • Aim: mouse or drag • Shoot: Space / Shoot button • Shift = burst”. Although the hint mentions aiming, the actual source mechanics do not implement mouse aiming; preserve the visible hint but make shooting depend on charge and player distance.

The top-left HUD should permanently show “BACKBOARD RIVALS” with the subtitle “COURT 08 • ARCADE HOOPS.” The top-right should show a dark rounded score pill initially reading “0 — 0” and a mode/time label initially “Menu.” While playing, show the score as player score versus opponent score and the current mode in uppercase with a countdown in seconds. At the bottom center show a white-outlined horizontal charge meter with a green-to-yellow-to-red fill and the label “Hold to charge”; while the shoot control is held, change the label to “Release to shoot.” At the bottom, provide touch-friendly controls: a directional pad with up/left/right arrows on the lower left, and down, “Burst,” and orange “Shoot” buttons on the lower right. Use responsive styling so the menu becomes a two-column button grid on narrow screens.

Implement these actual mechanics: game modes are Quick Match, 3PT Contest, HORSE, Dunk Challenge, Training, and Online Beta. Clicking a mode hides the menu, starts play, resets both scores, places the player at the near end and rival upcourt, and sets the timer to 60 seconds for normal modes, 30 seconds for 3PT Contest, 45 seconds for Dunk Challenge, and effectively unlimited time for Training. Online Beta should display a toast saying it uses a local bot stand-in. Other starts should show a brief tip toast such as “Tip: green timing = swish.”

Move the player with WASD or arrow keys, clamped to approximately x=-7.2..7.2 and z=-12.4..10. Holding Shift or the touch Burst button gives a faster movement speed than normal. Hold Space or the touch Shoot button to charge the shot, increasing the charge meter over time, and release to shoot. Enforce a short shot cooldown. Use the charge at release as shot power: the shot is considered well-timed only when charge is above roughly 0.53 and below roughly 0.86. A shot scores only when timing is good and the player is within roughly 18 units of the hoop; otherwise show a “RIM OUT” toast. A made shot shows “SWISH!” and briefly flashes/tints the scene, places the ball near the rim, and awards 2 points in most modes. In 3PT Contest award 3 points when close enough for the defined three-point result and 2 otherwise; in Dunk Challenge award 2. Update the score HUD immediately. Keep the opponent score as a simple local bot simulation, and preserve the source behavior where it periodically becomes 2 but resets to 0 whenever the player score is a positive multiple of four.

When the countdown reaches zero, stop play and show a centered end panel with “You take the W” if the player score is higher, otherwise “Final buzzer,” followed by the final score and, for Online Beta, the note that the online mode is currently using a local bot stand-in. Include an orange “Run it back” button that restarts the current mode. Keep the visual style consistent: white bold typography, rounded dark translucent panels, blue controls, orange action buttons, cream court lines, warm orange/red paint and rim, and a deep navy arena background. Add subtle camera smoothing, avatar facing toward the hoop/movement direction, ball following the player when not in a shot result, and a brief background flash on made shots.

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