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Arcade › Court Legends
Click the game above and it runs right here in your browser. No download, no installer, no account needed. lowell aquino built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Court Legends yet. Play it, then tell lowell aquino what you would add next.
Court Legends was built by lowell aquino 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 Legends 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 browser-based 3D arcade basketball game titled “Court Legends.” Use Three.js-style rendering with a dark navy arena bowl/foggy background, bright warm wooden court, subtle blue floor glow, dark blocky stands on all four sides, and a single visible basket at the far end. The camera is a high broadcast-like third-person view looking toward the far hoop, smoothly tracking the controlled ball handler; before a match it slowly orbits the court. Build simple stylized low-poly athletes: each player is a colored capsule-like torso with a spherical head and contrasting shoulder bar, using the selected team’s primary and secondary colors. Add an orange basketball, transparent backboard, orange rim, and wireframe net. The game has a glassmorphism UI over the 3D scene. At the top center show a compact scoreboard with HOME and AWAY team cards, team names, large scores, mode label, a Q1/3:00-style clock display, and a prominent 24.0 shot clock. Show a centered status pill below it. During shooting, show a bottom-center horizontal red-to-yellow-to-green charge meter with a lighter green timing window. On desktop show a bottom control hint: WASD/arrow keys move, Shift sprints, Space shoots, Q passes, E switches defender, P pauses; on smaller screens provide a virtual joystick and Shoot, Pass, Dribble, Defend, Switch, and Sub buttons. Start at a full-screen menu card titled Court Legends with the subtitle describing an arcade basketball game with NBA team selection, progression, and card squad play. Provide three modes: Quick Play, MyCareer, and MyTeam. Use large rounded dark blue glass menu cards with white typography, soft borders, shadows, and hover/selected lift effects. Quick Play lets the player choose separate home and away teams from a grid of all 30 NBA franchises. Each card displays the team abbreviation, name, OVR rating, two star names, and a gradient in the team colors. Include the actual team data and profiles: ratings, offense, defense, pace, colors, and star names should affect presentation/gameplay. The default matchup is Los Angeles Lakers vs Boston Celtics. Quick Play launches a short arcade match to first to 21, not a full simulation. The implemented on-court presentation is three offensive players versus three defensive players around the near half of the court, despite the menu language describing a larger basketball presentation. Begin with a brief tip-off camera transition that can be skipped by keyboard or pointer. The home side starts with the ball. Control the first offensive player, who is visibly marked as the controlled ball handler; use WASD or arrows to move within court bounds and Shift for a speed boost. Use Q to cycle/pass to the next offensive teammate. Use E to cycle the currently selected defender. Teammates space toward left and right lanes while defenders track offensive marks with simple AI and collision pushing. To shoot, hold Space to charge and release it. Display the charge meter while held. Determine the shot result from release timing, shooter shooting rating, distance, defensive contest distance, and a small hot-zone bonus for star players. Shots closer than the three-point threshold are worth 2; farther shots are worth 3. Animate the ball along a visible parabolic arc toward the rim; made shots add to the home score and trigger a short celebratory flash/sound, while misses trigger a defensive rebound/turnover. The orange ball follows the active owner with a small dribble bob when not airborne. Use a 24-second shot clock; shot-clock violations cause turnovers. After a made basket, reset the players and give the other side possession, with a clear status message. Keep the arcade rules simple: score, turnovers, shot clock, possession swaps, and first team to 21 ends the match. Include pause with P and a postgame overlay with the winner, final score, mode summary, Play Again, and Main Menu. MyCareer is a persistent menu mode. Let the player choose one of four archetypes—Floor General, Two-Way Wing, Rim Pressure, or Shot Creator—each with explicit shooting, speed, and defense bonuses. Let them choose any of the 30 teams. Show a Current Build panel with Shooting, Speed, Defense, and VC, plus buttons to spend 20 VC for a +3 upgrade to each stat. Start a game using the selected team as home and a strong opposing team as away; rename the controlled player “Your Player” and apply the archetype bonuses and upgraded attributes. Show a MyCareer HUD panel during the game with team abbreviation, archetype, VC, and current upgrade values. After each career match, award 60 VC for a win or 28 VC for a loss and increment games played. Keep these values persistent while the page is open and show them on the postgame screen. MyTeam is a persistent card-squad mode. Provide a curated pool of active star cards including players such as Shai Gilgeous-Alexander, Nikola Jokic, Giannis Antetokounmpo, Luka Doncic, Victor Wembanyama, Jayson Tatum, Anthony Edwards, Stephen Curry, Donovan Mitchell, Jalen Brunson, Paolo Banchero, Tyrese Haliburton, Cade Cunningham, Zion Williamson, and Devin Booker. Each card has a position, team abbreviation, OVR, offense, and defense. Show the current five-player lineup, an available-card grid, selected states, and controls to toggle cards into the lineup; cap the lineup at five and ensure it never becomes empty. Include an Auto Draft Best 5 button that chooses the highest-rated five. Calculate chemistry from lineup size, with auto-draft setting it to 92. Launch a challenge game using a blue MyTeam Select pseudo-team whose rating/offense/defense are derived from the lineup average, against Oklahoma City. In the MyTeam HUD panel show total wins, chemistry, and the five lineup positions/names. Award a win and increase chemistry by 2 after a challenge victory. Use responsive layout: on wide screens show desktop keyboard hints and hide mobile controls; on narrow screens show the joystick/action buttons and compact panels. Add subtle synth/drum audio feedback after user interaction for passes, switches, shots, scores, and menu actions, but keep the game playable without audio. Ensure all menus, team selection, progression panels, HUD, controls, camera motion, shot meter, ball arcs, simple AI movement, collisions, scoring, rewards, and postgame flow are functional rather than decorative.