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Campus Crown

  • sports
  • management
  • simulation
  • college-football
  • retro
  • 3d
  • browser
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. Cam Bandit built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Campus Crown yet. Play it, then tell Cam Bandit what you would add next.

Make your own game

Campus Crown was built by Cam Bandit 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 Campus Crown 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 Campus Crown

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 responsive browser-based college football program management simulator titled “Campus Crown.” The game is primarily a weekly decision and simulation game, not direct on-field football control. The player manages Lake City State over 12-week seasons, improves the roster, makes program and city decisions, then presses Play Week to simulate the next scheduled game.

Visual presentation: Use a dark, polished retro-sports interface over a live Three.js-style 3D stadium background. The background should show a green American-football field with white yard lines, a gold midfield circular seal, blue/dark four-sided stadium stands, colorful small glowing crowd blocks, four tall stadium light poles, a rotating brown football near midfield, atmospheric fog, and optional falling weather particles. The camera is a slightly elevated perspective view facing the field and slowly orbiting/panning. Change the sky, fog, lighting, and particle effects according to the current game weather: Clear, Wind, Rain, Storm, Snow, or Heat; wet-weather types show falling particles, and Storm should be darker. Keep the stadium backdrop behind the interface and dim it with a dark gradient so the HUD remains readable.

Overlay a responsive glassy dark HUD with blue translucent panels, rounded borders, soft shadows, bright white text, muted blue secondary text, gold highlights, green positive states, red negative states, purple film accents, and large touch-friendly buttons. The title “Campus Crown” appears in a gold retro/pixel-styled heading. At the top show the current matchup headline such as Home/Away vs opponent, weather, crowd rating, and fan count. Also show four prominent stats: Week (for example 1/12), Record (wins-losses), Money in millions, and Team OVR. Include a horizontally scrollable navigation bar with clickable screens: Office, Roster, Market, Schedule, League, Film, Phone, and City. Below it use a two-column responsive content area that collapses on smaller screens, with independently scrollable main and side panels. At the bottom include action buttons: Play Week (or Next Season after week 12), Train, Watch Film, Rehab, and Find Players, plus a footer showing program/team/season and the current matchup or status.

Initial state: Lake City State, Season 1, Week 1, 0-0 record, 
25M, 58 fans, and a team overall around 74. Start with a 12-player roster containing QB, RB, WR, WR, TE, DL, DL, LB, LB, CB, S, and K. Every player has a name, position, OVR, potential, salary, health, morale, focus, development value, a tag such as Captain/Clutch/Speed/Hands/Hammer/Leader/Vision, and cumulative stats for passing, rushing, receiving, interceptions, sacks, tackles, and touchdowns. Display roster cards with position badge, name, overall label (Project/Rotation/Starter/Star/Elite), potential, health, morale, tags, overall number, and a Focus button. Clicking Focus cycles the player through Balanced, Film, Speed, Strength, Recovery, and Leadership and slightly improves morale. Office screen: Show a Program Options card explaining that Market recruits higher OVR players, Training raises ratings with health risk, Film boosts game plans, Rehab protects injured players, and facilities provide long-term gains. Show the current matchup with opponent, home/away status, opponent rating, crowd, weather badge, and advantages/disadvantages. Show three live challenges: win an away game for money/fans, sign an 82+ OVR player for reputation/money, and push loudness to 85+ for fans/reputation. Show the last simulated result with score, passing/rushing/defensive summary, weather, advantages, disadvantages, crowd story, and injury note. The side panel should show upgradeable facility levels for training, scouting, rehab, and security (levels 1–5), upgrade costs based on current level, and meters for fans, reputation, loudness, and city trust. Weekly actions and costs: Train costs
0M, increases some player OVR toward potential based on focus, raises morale, lowers health, and adds temporary offense/defense boosts. Watch Film costs $6M, adds temporary offense and defense boosts, slightly improves film-focused players, and raises morale. Rehab costs $8M, improves player health and adds a temporary recovery boost. Upgrading a facility costs
8M plus
2M per current level, up to level 5: training strengthens offensive development, scouting gives a scouting boost, rehab improves recovery, and security raises city trust. Find Players opens the weekly Market. Market screen: Generate nine weekly free-agent candidates with positions from the roster positions, OVR roughly 68–92, potential, focus, and asking price roughly
8M–$55M. Sort by OVR and show Sign buttons. Signing deducts the asking price, adds reputation and fans, and replaces the weakest player at that position (or weakest roster player if needed). Signing an 82+ OVR player completes the Talent Grab challenge. Refresh the market each week. Schedule screen: Show all 12 weekly games in a table with week, home/away matchup, opponent rating, crowd, weather, and status. Odd weeks are home games; schedules use opponents drawn from a fictional team pool including Bayport Tech, Redwood A&M, Metro Central, Pioneer State, Copper Coast, Great Plains, Falcon Ridge, North Harbor, Desert Valley, Summit Union, Riverland, Capitol Western, Bluegrass U, Iron Coast, Gulf Atlantic, and Prairie Heights. Mark week 6 or highly rated opponents as rivalry games with a star. Show a side card of five weekly best matchups, each with two fictional teams, weather, and a note such as playoff pressure, recruiting battle, state bragging rights, top defense clash, or QB duel. League screen: Display weekly top-five leaderboards for passing, rushing, receiving, picks, sacks, and tackles. Mix generated fictional players with Lake City State players, and update these lists every week using generated performance influenced by overall, morale, health, focus, and simulated stats. Also show Games of the Week. Phone screen: Each new week provides four messages that can be accepted once: a Booster Club investor dinner grants
2M but reduces player morale by 3; an Alumni Star celebrity sideline visit grants loudness and fans; a Campus PR public-image campaign costs $8M but increases reputation and city trust; and a Game Day Ops security drill costs
2M but increases security and reputation. Show sender, subject, body, and a clearly labeled accept button. Remove accepted messages and log the result. City screen: Show City and Stadium meters for loudness, city trust, and security level. Explain that loud home games help, while weak security and low trust can cause distractions. Provide three one-time fundable projects: Riverwalk Lights ($35M, described as +4 fans/+2 reputation), Youth Clinics ($50M, +7 reputation/+5 trust), and Stadium Transit ($65M, +8 money next home game/+5 security). Funding deducts money, marks the project funded, and raises trust, reputation, and fans; Transit also raises security. Include advantages such as home noise, fan color, city buy-in, investor cash, and celebrity boosts, and disadvantages such as bad weather, road pressure, injuries, protests, weak security, and low morale. Core simulation: On Play Week, simulate the current scheduled game. Calculate team power from average team OVR, defensive average, home-field loudness or road noise, training/film boosts, average health and morale, facility level, and weather. Calculate opponent power from opponent rating and crowd with randomness. Produce scores with a minimum football-like scoring floor and determine win/loss. Generate passing yards for the QB, rushing yards for the RB, receiving yards for the best WR, sacks, interceptions, and tackles; add these to player season stats. Weather modifies passing, catching, rushing, injury chance, and crowd effects: Wind hurts passing/catching slightly, Rain and Storm hurt passing/catching and favor rushing, Snow favors rushing, Heat hurts endurance/crowd, and Clear gives positive crowd conditions. Home games get a loudness boost; away games suffer road noise. There is an injury roll affected by recovery and rehab facility, with an injured player losing health and morale. Crowd stories can mention bright home support, rough road environments, occasional campus protests, and security strain at crowded home games. After each game, update win/loss record, money, fans, reputation, loudness, morale, health, challenge progress, and the last-result panel. Consume temporary boosts. Advance to the next week, regenerate the market, inbox, league leaders, and best matchups. After week 12, mark the season complete and change Play Week to Next Season. Starting the next season resets week and record, creates a new schedule/market/inbox/challenges, partially restores health and morale, allows modest player development toward potential, and preserves the broader program progression. Include a short activity log visible in the Film screen and relevant side panels. All controls must work with mouse, touch, and mobile responsive layouts.

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