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Cricket Pro

  • 3d
  • mobile
  • cricket
  • sports
  • arcade
  • timing
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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. HAZOOR BUX LAKHO built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Cricket Pro was built by HAZOOR BUX LAKHO 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 Cricket Pro 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 Cricket Pro

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 portrait-friendly, touch-first 3D mobile cricket batting game titled “Crease Clash.” Use a Three.js-style real-time 3D scene with a fixed elevated camera positioned behind the batsman, looking straight down a cricket pitch toward the bowler. The camera should show a bright blue sky-colored background with atmospheric fog, a circular green stadium ground, and a tan rectangular pitch running away from the camera. Frame the arena with simple low-poly red/blue perimeter blocks, white fence posts, and stylized low-poly trees around the boundary. Light the scene with soft sky/hemisphere light and a warm directional sun; enable shadows and use a clean, slightly cartoonish low-poly aesthetic.

Build the cricket setup visibly: three wooden stumps and bails at the batting end near the camera and another wicket at the far bowling end; white batting creases and return-crease markings on both ends; a simple wooden cricket bat with a red grip near the batsman. Load or use simple low-poly humanoid character models for a batsman at the near wicket and a bowler at the far wicket, both idle and casting shadows. The red cricket ball should be a clearly visible small sphere during deliveries, with a soft circular ground shadow beneath it.

The game loop is a short batting innings: the player must score 25 runs within two overs, where two overs means 12 balls. Start with a full-screen dark translucent overlay/card over the 3D field. The card says “3D MOBILE CRICKET,” “Crease Clash,” and explains: “Read the bowler, time your shot, and score 25 runs in two overs. Tap BOWL, then swing when the ball reaches the crease.” Include a large yellow START MATCH button. Once tapped, hide the card and reveal the bottom control bar.

At the top HUD, show the score as “runs / wickets,” initially “0 / 0,” and below it show “Over 0.0 · Target 25.” Put the title “CREASE CLASH” at the upper right. Near the top center, show a rounded dark message pill with contextual instructions. Initially it says “Tap BOWL to send the next ball.” At the bottom, use large rounded touch buttons labeled, from left to right: “◀ LEFT,” “DEFEND,” “SWING,” “LOFT,” “RIGHT ▶,” and “BOWL.” Make BOWL a dark green button, SWING orange/yellow, and LOFT blue, with pressed-state movement/shadow feedback. Also support keyboard equivalents: B to bowl, left/right arrows to aim, Space to swing, L to loft, and D to defend.

When BOWL is pressed while ready, launch the next red ball from near the far wicket toward the batsman. Give it a small randomized horizontal offset and speed, make it travel toward the camera down the pitch, and show the message “Watch the seam… swing at the crease!” The player can press LEFT or RIGHT before swinging to adjust shot aim in increments, clamped between left and right; update the message to “Shot set: leg side,” “Shot set: off side,” or “Shot set: straight.”

The key mechanic is timing. A ground swing or loft only succeeds when pressed as the ball reaches the crease, represented by the ball’s distance from the batting crease being less than about 0.62 world units. A successful ground shot awards a randomized result of 1, 2, or sometimes 4 runs, with a side-directed aim able to produce a boundary; a successful LOFT awards 4 runs when aimed straight and 6 when aimed strongly to either side. Show “1 run,” “2 runs,” “FOUR!” or “SIX!” in the message pill. Animate the hit ball away from the batsman with horizontal direction based on aim and higher vertical velocity for lofts. The ball should arc under gravity, bounce, and then disappear after leaving the visible arena.

If the player swings too early or too late outside the timing window, award a wicket, show “Bowled! Wicket down.” and animate the ball forward with a weak trajectory. If the ball passes the crease without a swing, show “Too late — press SWING earlier,” award a wicket and count the ball. DEFEND also requires near-crease timing: a correctly timed defense produces “Solid defense — no run” and sends the ball back slightly without adding a run; a mistimed defense awards a wicket and shows “Missed the line — wicket!” Every delivery increments the ball/over count when resolved. After a short delay, return to ready state and show the BOWL instruction for the next ball.

End the innings when the target of 25 is reached, 12 balls have been bowled, or 3 wickets have fallen. Show “You win! Target chased.” when the target is reached; otherwise show “Innings over — tap RESTART.” Change the BOWL button to “RESTART.” Pressing it in the match-over state resets score, wickets, and balls to zero and begins a new ready innings. Keep the game readable on narrow portrait screens, with the 3D field visible behind the HUD and overlays, dark green/black translucent UI panels, white text, yellow/orange action accents, and subtle text shadows.

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