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Arcade › Coach de Sport
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mr Kemsi Avah built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Coach de Sport yet. Play it, then tell Mr Kemsi Avah what you would add next.
Coach de Sport was built by Mr Kemsi Avah 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 Coach de Sport 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 browser game titled “Coach de Sport,” presented as a polished 3D gym scene viewed from a fixed, slightly elevated third-person/front perspective. Use a dark navy-black background and fog, with a perspective camera positioned around (0, 4.1, 8.8) looking toward the center of the gym. The scene should use soft shadows, warm directional lighting, cool blue fill/rim lighting, and a stylized low-poly/clean 3D visual treatment. Build the gym environment from simple 3D geometry: a large dark blue training platform in the center, a teal rectangular exercise mat on it, two dark blue vertical pillars toward the rear left and right, a purple padded bench on the right with a pale support leg, and three orange-red round weights along the front-left edge. Add a large orange rectangular sign/beam high on the rear wall. The floor should be dark blue-gray, with a deep navy back wall and subtle atmospheric fog. Place an animated muscular humanoid coach character at the center of the platform, facing toward the camera/front. Load or provide a humanoid with idle, jump, punch, and run animations. Keep the character gently floating/bobbing while idle. When the player chooses an exercise, play the corresponding action animation for about 650 milliseconds, then return to idle: Squats triggers the jump-style animation, Pompes triggers the punch-style animation, and Sprint triggers the run animation. If the character asset has not loaded, the interface must still work and update normally. Add a fixed HTML/CSS HUD over the 3D canvas. In the upper-left, show a dark translucent rounded card with the large white title “Coach de Sport” and the French subtitle “Le coach te lance un défi — fais monter l'énergie.” In the upper-right, show an orange rounded score panel labeled “ÉNERGIE” and a large current number initially set to 0. At the bottom center, show a dark translucent rounded control card containing a centered coach message, three large colorful action buttons, and a small hint. The initial message is “« On commence doucement. Choisis un exercice ! »”; the hint reads “Chaque série rapporte de l'énergie. Le coach anime le mouvement.” The controls are three clickable/touch-friendly buttons labeled “Squats,” “Pompes,” and “Sprint.” Each press counts one completed series and immediately increases the energy score: Squats adds 10, Pompes adds 10, and Sprint adds 15. Maintain separate repetition counters for squat, push-up, and sprint actions. Update the score panel immediately after every press. After each action, update the coach message using these rotating French lines per exercise: - Squats: “« Dos droit ! Encore une ! »”, “« Bien joué, garde le rythme !” and “« Les jambes chauffent, parfait !” - Pompes: “« Descends contrôlé !”, “« Solide comme un roc !” and “« Encore deux et on respire !” - Sprint: “« Accélère ! Les bras travaillent !”, “« Sprint explosif !” and “« Tu as du feu dans les jambes !” Cycle through each exercise’s three messages based on how many times that exercise has been selected. Use the same bright button styling as the reference: blue for Squats, purple for Pompes, and green for Sprint, with darker offset shadows that make the buttons appear raised and visibly depress on click/touch. Make the HUD responsive: on narrow screens keep the title and energy card readable, allow the bottom card to span the width, and let the three buttons share the row with reduced padding. The game should be an immediately usable interactive exercise-selection toy rather than an obstacle course or movement game; there is no player locomotion, combat, timer, health, or win/lose state. The primary goal is to press exercises, accumulate energy, see the coach animate, and receive changing encouragement.”