Arcade › Clutch Court
Click the game above and it runs right here in your browser. No download, no installer, no account needed. goody0gang built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Clutch Court yet. Play it, then tell goody0gang what you would add next.
Clutch Court was built by goody0gang 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 Clutch Court 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.
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 3D third-person arcade basketball game titled “Clutch Court.” Use a stylized low-poly/clean 3D arena viewed from behind and slightly above the home player, with a perspective camera that follows the player. Build a full indoor basketball court: warm reddish-brown rectangular hardwood-like floor approximately 24 by 38 units, cream sidelines, baselines, a half-court line, and a center circle. Surround it with dark metallic arena walls, a back wall, alternating navy/red bleacher blocks and white seat tops, colored banners, and side seating. Place a basketball hoop at each end, with a metal pole and arm, translucent pale-blue backboard, red circular rim, and white net. Light the court brightly with soft shadows against a muted blue-gray background and fog, using a polished but simple low-poly sports-game aesthetic. The player is a stylized humanoid basketball athlete wearing a navy uniform with white details, gold headband/accent, black shoes, visible “23” jersey number and “HC” logo. Use a simple modeled body made from cylinders, boxes, spheres, and limbs with skin-colored head, arms, legs, hands, and knees; animate legs and arms while moving and make the ball visibly dribble beside the active hand. Place two red-uniformed rival defenders on the court, with “12”/“7” style jersey numbers and “RIV” logos. They should be simple matching humanoid models and use basic pursuit AI: approach the player, try to steal when close, and if they gain possession move toward the opposite hoop and shoot. Make defenders visibly stagger and rotate during an ankle-breaker stun. The core goal is to outplay the two defenders and score baskets before the possession clock expires. Start with the home player near one end/behind the defenders, ball in possession, and show a short approximately 4.5-second intro presentation: camera begins farther back, moves toward the court, players ease into their starting positions, and an overlay says “CLUTCH COURT” and “HOME vs RIVALS,” followed by a “TIP OFF!” notification. The match uses a five-minute countdown clock; when it reaches zero, reset it to a new possession rather than ending the game. The player can move freely around the court with WASD or arrow keys, run with Shift, and jump with Space through the third-person controls. Implement these exact basketball interactions and keyboard controls: hold E to begin charging a shot and release E to shoot. Display a shot meter at the bottom with red zones on the ends, yellow zones around the center, and a narrow green perfect zone; a white marker oscillates back and forth while E is held. A release in the narrow central green timing band awards 3 points and “PERFECT +3”; releases in broader timing bands award 2 points with “GREAT +2” or “GOOD +2”; a poor release awards no points. Launch the ball on a visible arcing trajectory toward the far hoop, with the arc affected by charge amount. On a made player shot, return possession to the player; on a miss, make the ball bounce loosely around the court until the player or a defender collects the rebound. Show a golden shot trajectory line while charging. Use V to switch the dribble hand and display a brief “RIGHT HAND” or “LEFT HAND” notification. Use C for an ankle breaker: if the ball is controlled and a defender is within about 4 units, stun that defender for roughly 1.35 seconds and show “ANKLE BREAKER!”; otherwise show “CROSSOVER.” Include a cooldown. Use R to steal: when near the closest defender carrying the ball, take it back and show “STEAL BACK!”; when the player is near a defender while the player has the ball, trigger a temporary steal attempt and show “STEAL!”; if too far show “Too far.” Use Q to block, raising the player’s arms briefly and showing “LOCKED UP” when close or “BLOCK” when farther away. Defenders close to a ball-controlling player can steal automatically, causing a “DEFENDER STEAL!” notification. Rival shots travel in an arc to the other hoop; made rival shots add 2 to the opponent score and show “RIVALS SCORE!”, while misses create a rebound opportunity and show “RIVALS MISS - REBOUND!”. Create a fixed HTML-style HUD over the 3D view. At the top center show dark translucent rounded panels for “SCORE 0,” a gold countdown timer initially reading “5:00,” and a status panel initially reading “BALL CONTROL.” Status should change among “BALL CONTROL,” “RIVALS BALL,” “REBOUND,” and “LOOSE BALL.” At the bottom center show the label “Hold E to shoot — release on green,” changing while charging to “Release now — green is perfect,” above the colored shot meter. At bottom left show the compact help text: “WASD / arrows move · Shift run · Space jump · V switch dribble hand · C ankle breaker · E hold/release shoot · R steal · Q block” and “Beat the defenders, recover steals, and grab rebounds after missed shots.” Center gameplay notifications should appear briefly in large bold text, color-coded: yellow for good, green for great, cyan for perfect, and red for bad. Add a dark arena scoreboard on the back wall reading “CLUTCH COURT,” HOME and AWAY, the home score, opponent score, and the gold match clock.