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Arcade › Court Clash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ayden Porter built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Court Clash yet. Play it, then tell Ayden Porter what you would add next.
Court Clash was built by Ayden Porter 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 Court Clash 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.
Recreate “Court Clash” as a single-screen, browser-playable 2D basketball game rendered on an HTML canvas with an HTML/CSS HUD overlay. Use a vertical top-down court with mild depth scaling: the court is centered on a dark navy background, occupies most of the viewport, and is a warm orange/brown wood rectangle with a cream border, subtle vertical plank lines, a white half-court line, center circle, painted dark-blue key areas at both ends, free-throw semicircles, and hoops/backboards at the top and bottom. Add a dim stylized crowd/arena pattern behind the court. Keep the art as clean arcade vector/cartoon shapes with soft shadows, bright team colors, and no licensed logos or real players. Start with a full-screen dark translucent modal titled “COURT CLASH,” explanatory text about fast 3v3 streetball against bots, and an orange-red gradient “TIP OFF” button. Clicking it starts a 120-second game, initializes the score to HOME 0 and AWAY 0, and plays a quiet synthesized looping triangle-wave music pattern. During play, show a fixed HUD: top-left badge “COURT CLASH · 3V3 BOT RUN”; centered top rounded dark score bar with red HOME score, white clock starting at 02:00, and blue AWAY score; a toast notification near the top center for events; bottom-left controls help; and a bottom-right shot meter labeled “HOLD SPACE · RELEASE TO SHOOT,” whose cyan/yellow/red gradient fill increases while charging. On narrow screens, also show circular SHOOT and RUN buttons. The playable side is the red HOME team. Use a top-down avatar made from simple shapes: colored jersey/body, darker shorts/back layer, skin-tone oval arms and head, dark hair/cap-like arc, white shoes, team text on the jersey, and a number. The active player wears HOME and number 1, has a yellow selection ring, and dribbles/shows an orange basketball beside them. Start the active player near the lower half of center court at x=0,z=7. Place two additional red HOME bots around the middle/lower court (numbers 2 and 8), and three blue AWAY bot defenders in the upper half (numbers 11, 23, and 7). Sort characters by depth so farther/upper players draw behind nearer/lower players; apply mild size scaling based on vertical position and soft oval ground shadows. Controls: WASD or arrow keys move the active player in eight directions, clamped to the court bounds (approximately x=-8..8 and z=-13..13). Hold Shift to sprint faster. Press Q for a short “CROSSOVER,” E for a short “SPIN MOVE,” and C for a short “STEPBACK”; show the matching toast, briefly animate sway/rotation/backward motion, yellow sparkle particles, and a slight screen shake. Hold Space to charge a shot, filling the shot meter; release Space to shoot. The mobile SHOOT button should behave like hold-to-charge and release-to-shoot, while RUN activates sprint. Shooting should only work when the player owns the ball. Charge power from zero toward full while holding, then on release launch the orange ball from the player toward the opposite hoop with a short interpolated flight and a pronounced sinusoidal upward arc. The shot target is the top hoop when the player is in the lower half and the bottom hoop when the player is in the upper half. A shot is considered a made HOME two-pointer when power is above roughly 64 percent, the player is within the horizontal court range, and the target distance is valid; on a make, add 2 to HOME, flash the screen pale yellow, shake the screen, show “Bucket! +2 HOME,” and emit yellow celebration particles around the target. Otherwise show “Clank!” After the flight resolves, return ball possession to the player. The active player continuously displays the ball when possession is theirs. Bots should move autonomously with simple steering: the two HOME teammates move toward formation targets around x=-3,z=4 and x=3,z=4.5/5, while three AWAY defenders move toward positions tracking the player and spacing around them. If an AWAY bot gets within about one court unit of the player while the player has the ball, it can randomly steal possession, changing the ball owner to AWAY and showing “Bot steal”; have the ball follow one of the blue bots. Bots do not need complex shooting behavior. Keep the AWAY score displayed but do not invent extra scoring behavior beyond what is implemented. The clock counts down in real time from 02:00. When it reaches zero, stop gameplay and show a dark overlay with “HOME WINS” if HOME leads, otherwise “FINAL BUZZER,” plus “Press R to run it back.” Press R at any time to restart/reset the match, scores, timer, player, bots, ball possession, effects, and charge. Also end the game immediately if HOME reaches 11 and show the win state. Maintain responsive resizing and support pointer/touch controls in addition to keyboard controls. Use only generated geometric/vector art and synthesized audio; preserve the polished navy arena UI, orange court, red-vs-blue teams, readable score/clock, toasts, particles, and arcade basketball feel.