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Banana Ball

  • 3d
  • sports
  • baseball
  • arcade
  • mobile
  • timing
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. Evan Boutin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Banana Ball yet. Play it, then tell Evan Boutin what you would add next.

Make your own game

Banana Ball was built by Evan Boutin 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 Banana Ball 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 Banana Ball

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 playable light 3D arcade baseball game titled "Banana Ball," presented as a Savannah-style Banana Ball show game without official logos or licensed assets. Use a cartoonish low-poly 3D stadium and a third-person batter-side camera: perspective camera around (0, 9.5, 22) looking toward the pitcher and center field, with the home plate and batter in the foreground, pitcher on the mound in the distance, and the field expanding toward a curved outfield wall. Build a green grass oval, tan dirt infield, pitcher’s mound, home plate, white baselines/foul lines, and three white bases arranged around the diamond. Light the scene brightly with shadows and a dark navy atmospheric background/fog.

Populate the stadium with blocky animated low-poly characters: a yellow-tinted home batter near home plate holding a brown bat, a pink-tinted opposing pitcher on the mound, seven pink-tinted opposing fielders at first, second, third, shortstop, left, center, and right field, and yellow-tinted runners when players reach base. Add rows of small dancing crowd characters behind home plate, a yellow-suited showman/ringmaster near the dugout, colorful stadium walls and banners, palm trees, banana props along the foreground dugout, and large readable signs saying "SAVANNAH BANANAS", "BANANALAND", "FANS FIRST", and "DANCE BREAK". Use yellow, navy, green, pink, tan, and white as the main palette. The baseball is a small light ball asset pitched from deep center field toward the plate; include a visible ground shadow beneath it. The aim reticle at the plate is a yellow ring with green crosshairs over a faint rectangular strike-zone frame.

The game loop is a three-inning game in which the player bats for Savannah and the Party Animals-style opponent’s batting halves are simulated. At the beginning of each at-bat, show a short winding-up delay, then throw a randomized pitch from approximately (0, 1.55, -14) to near home plate. Randomize pitch duration, horizontal/vertical break, and whether the endpoint is in or outside the strike zone. Animate the ball along its curved path and rotate it. The player controls the reticle horizontally and vertically; mouse movement and click work on desktop, while touch uses a virtual circular left stick and a large SWING button. Space, mouse click, or SWING attempts a hit. S, Shift, or holding the SPRINT button makes runners run faster and makes the final approach look like a slide by shortening their character vertically.

Resolve swings by timing and aim: the ideal contact timing is near the ball’s arrival at the plate, and the reticle must be close to the ball. Excellent contact can become a home run, otherwise contact quality produces a single, double, or triple. Poorly timed but near swings can be tipped foul; badly timed or badly aimed swings are whiffs/strikes. A pulled low-quality swing can hook foul. Pitches that arrive inside the zone without a swing are called strikes; outside pitches are balls. Use standard count rules: three strikes are an out, four balls are a walk, and fouls add a strike only when the batter has fewer than two strikes. Give fouls a small chance to be caught by a fan for an out. Walks advance forced runners and score a run if the bases are loaded.

After a hit, automatically send the batter and existing runners around the base path. Clear the bases while they run, animate their movement through home/first/second/third, and let the sprint control affect their speed. Resolve singles/doubles/triples/home runs, occasional catches on weak balls, and occasional force outs. Award runs to Savannah for runners passing home, restore safe runners to the appropriate bases, and continue until three outs. Then reset the count and simulate the Party Animals half-inning with a randomized 0, 1, 2, or occasional 3 runs, show a brief message, and advance to the next inning. After the third Savannah half and simulated opponent half, end the game and display a win, tie, or loss message with the final score. Include a Play again button that resets all inning, score, count, outs, bases, runners, and pitch state.

Overlay a responsive HUD on top of the 3D view. At top left show two lines such as "Savannah 0" and "Party Animals 0"; at top right/center show "Inning 1 / 3" and the count in the format "0 out • 0-0"; show base occupancy as three diamond icons/labels for 1B, 2B, and 3B. Put the current state message prominently below the score panels, including messages such as "Pitcher is winding up...", "Here comes the pitch!", "Whiff!", "Called strike!", hit types, run results, and the final result. Add a lower-left help panel saying Savannah Banana Ball with Space/click swing and S or Shift showtime sprint. On touch devices place a translucent virtual aim stick at lower left, a large yellow circular SWING button at lower right, and a green SPRINT button beside/below it. Use rounded dark/navy-bordered panels, large bold cream/yellow text, green accents, shadows, and energetic fan-first showmanship. Keep all functionality playable with keyboard/mouse as well as touch.

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