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Courtside 27

  • 3d
  • basketball
  • arcade
  • sports
  • low-poly
  • third-person
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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. nickpaynetsoupros built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Courtside 27 was built by nickpaynetsoupros 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 Courtside 27 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 Courtside 27

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 arcade basketball game titled “Courtside 27.” Use a Three.js-style low-poly scene with a dark navy background and fog, warm directional lighting, soft shadows, and a third-person camera positioned behind and slightly above the user-controlled player. The camera should smoothly follow the player and look toward the opponent’s basket; keep the court and hoop prominent in view.

Build a rectangular wooden basketball court approximately 18 units wide by 24 units long, made from visible alternating brown-orange square floor tiles with dark seams. Add pale court boundary lines, a center circle, and a blue-painted key near the single hoop at the far end. Place a dark cylindrical hoop support, a pale rectangular backboard, an orange rim, and a simple hanging white net at the far baseline. Surround the court with a sparse ring of simple low-poly spectator figures: capsule-like bodies, spherical heads, dark legs/shoes, and alternating blue and red jerseys. Include one additional animated/idle crowd character near the far side if available, but do not make crowd members interactive.

The user controls one stylized low-poly basketball player wearing a customizable capsule-shaped jersey, with a spherical brown head, simple arms, dark legs, and black shoes. Start the player near the bottom of the court with the ball. Add a red-jersey rival defender near the middle/frontcourt who slowly tracks the player, faces them, and is temporarily slowed by a screen. Show a small orange basketball that follows the player with a subtle dribbling bounce and a soft circular shadow on the floor.

The core objective is to score against the rival team by moving into position and shooting at the hoop. Move with WASD (or on-screen directional buttons on small screens), shoot with Space or the Shoot button, perform a dribble move with E or Dribble move, call a screen with Q or Call screen, attempt an alley-oop with R or Alley-oop, and call a timeout with T or Timeout. Clamp movement within the playable court area. The Shoot action should launch the ball along a visible arcing trajectory toward the rim, then return it to the player. Calculate shot success based on distance from the hoop, defensive contest distance, and a small dribble-move bonus; show outcomes such as “SWISH,” “BANK,” “RIM ROLLER,” and “RIM OUT” through short centered commentary messages. Award 2 points for made shots from closer range and 3 points for shots from beyond the long-distance threshold. An alley-oop uses a separate fixed success chance and also produces an arcing shot. Do not allow shooting without possession or while another shot is in flight.

After a made player shot, briefly transition possession to the rivals; have the CPU make or miss a simple automatic response, sometimes scoring 2 points and sometimes producing a defensive rebound. Occasionally trigger a shooting foul during CPU possession, increment the foul count, and award the user one free-throw point. Return possession to the user after the rival sequence. If the 24-second shot clock expires, display a shot-clock-violation message and transition to rival possession. A dribble move should briefly rotate/animate the user and provide its shot bonus. Calling a screen should briefly slow the defender. A timeout should consume one of two available timeouts, pause play briefly, then resume and reset the shot clock.

Run a timed basketball game with a 3:00 game clock per quarter, starting at Q1. When the clock expires, advance through Q2–Q4, resetting the quarter clock and shot clock and showing a quarter-break message. After Q4, reset to a new game with scores cleared. Maintain player and rival scores, current quarter, game clock, 24-second shot clock, possession, fouls, and remaining timeouts.

Overlay a polished dark translucent HUD on top of the 3D scene. At the top center, show YOU and the user score in cyan, the game clock in large gold numerals, and RIVALS and their score in coral. Beneath it show the quarter, “Shot clock” with its countdown, and either “YOUR BALL” or “RIVALS BALL.” Show temporary pill-shaped commentary messages below the scoreboard. In the lower-left, add a “COURTSIDE ACTIONS” panel with buttons: Shoot (orange primary), Dribble move, Call screen (blue), Alley-oop, and Timeout. In the lower-right, add “Player customization” with four circular jersey swatches: cyan, orange-red, lavender, and yellow; highlight the selected color with a gold outline and immediately recolor the user’s jersey. On desktop, show a small upper-right keyboard legend for WASD, Space, E, Q, R, and T. On mobile, hide that legend and provide touch movement buttons plus a large SHOOT button along the bottom. Use responsive positioning so HUD panels remain usable on narrow screens. Keep the overall art direction as clean, colorful, toy-like low-poly basketball with a dark arena backdrop, warm court, neon-like cyan/coral/gold UI accents, and readable bold sans-serif typography.

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