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Cup Finals 2027

  • 3d
  • soccer
  • sports
  • arcade
  • local-multiplayer
  • mobile-friendly
0
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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. nathan inwoba built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cup Finals 2027 yet. Play it, then tell nathan inwoba what you would add next.

Make your own game

Cup Finals 2027 was built by nathan inwoba 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 Cup Finals 2027 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 Cup Finals 2027

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.

Rebuild a browser-playable 3D arcade soccer game titled “Cup Finals 2027.” Use Three.js-style real-time 3D rendering with an elevated third-person broadcast/gameplay camera that follows the currently selected player: place the camera roughly 34 units above and 37 units behind that player, look toward the player and the field ahead, and smoothly interpolate camera movement. The pitch should be a full rectangular 52-by-82 field with alternating green grass stripes, bright white touchlines, goal lines, halfway line, penalty boxes, center circle, and penalty spots. Put a white procedural goal at each short end, with posts, crossbar, and a translucent net. Surround the field with a large stylized packed stadium: dark blue two-tier grandstands on all four sides, corner stands, dark roofs, pale safety rails, four tall floodlight poles with bright lights, and many small instanced spectators in varied yellow, white, blue, pink, green, and light-blue colors. The sky/background is bright pale blue with distance fog. Add small repeating arena barrier/border accents around the pitch.

Create two teams of seven stylized animated female footballers using a readable humanoid female character model. The home team is PAC and wears blue kits; the away team is ATL and wears red/pink kits. Each team has these roles and formations: goalkeeper (GK), left back (LB), center back (CB), right back (RB), left midfielder (LM), center midfielder (CM), and striker (ST). Goalkeepers are slightly larger, yellow-clad, and have visible white gloves plus a colored circular keeper marker. Put floating rectangular name/role plates above players showing GK/LB/CB/RB/LM/CM/ST, colored blue for PAC and pink/red for ATL. Add a black-uniform referee who follows the play near the ball, has a yellow REF plate, a whistle, and a visible fan of red, green, and blue cards.

The core loop is a simplified 3-minute soccer match. Display a top-center HUD scoreboard with PAC, the score, ATL, and a countdown clock starting at 3:00. Highlight the active controlled player with a pulsing yellow ring on the grass. Start with a kickoff at midfield, with the receiving player possessing the ball. The ball is a small white 3D soccer ball; possession keeps it near the carrier’s feet, while passes, tackles, and shots release it into real physics. Released balls should travel with horizontal velocity, rise and fall under gravity, bounce weakly, slow with drag, and eventually be collected by a nearby player. Prevent the kicker from instantly reclaiming the ball for a short release lockout.

In single-player mode, let the user control PAC by default and switch between PAC and ATL using T or the on-screen TEAM button. Movement is non-inverted: WASD or arrow keys, or the left virtual stick, move the highlighted player. Mouse position or the right virtual stick aims. Shift or holding the SPRINT button increases movement speed. E or PASS performs a pass toward the best teammate in the aim direction and switches control to the receiver; if the player does not have possession, it can switch to a useful nearby teammate. Q or TACKLE attempts a nearby jab tackle/interception against an opposing ball carrier, otherwise switches to a nearby defender. Space or SHOOT launches a high arcing “sky shot” toward the attacking team’s goal; holding sprint makes the shot more powerful. Only allow shooting when the selected player has the ball, or when a teammate on the user’s team has possession. Show short status banners such as kickoff, pass recipient, tackle won, get the ball first, and sky shot.

Support a Local Multiplayer menu option as well as Single Player. In local multiplayer PAC is controlled with WASD and ATL with the arrow keys, each with a selected player; the TEAM button/T key also switches the user’s team/mobile-stick and camera focus as implemented. On mobile, show two translucent circular virtual sticks along the bottom corners: a left move stick and right aim stick, with a white movable nub. Place rounded action buttons near the bottom-right/center-right labeled SPRINT, PASS, TEAM, TACKLE, and SHOOT, with distinct bright blue, green, purple, coral, and yellow colors. Make the controls touch-friendly and prevent page scrolling.

AI teammates should maintain formation/home positions, support attacks, chase loose balls with only the nearest appropriate players rather than all players dogpiling, press opposing carriers when appropriate, and make their own passes and high shots. Opponents should also genuinely release the ball for passes and shots. Goalkeepers should guard their goal area, move toward dangerous loose balls, and clear/save them. When the ball exits the long sides, create a simple throw-in restart for the opposite team; when it exits beyond a goal without scoring, create a corner or goal-kick restart based on the last-touch team, place the ball, and whistle.

Goals occur when a flying ball crosses the correct goal line inside the goal width. Increment PAC or ATL’s score, show a goal status banner, play a whistle, and temporarily switch to a short replay camera that orbits near and looks toward the scoring goal and ball for about 2.6 seconds. Then reset players and ball for kickoff to the opposite team. When the 3-minute clock reaches zero, stop play and show a centered dark result card with “You Win!”, “You Lose”, or “Draw,” the final PAC-versus-ATL score, and a Play Again button. Before play begins, show a centered dark-blue menu card over the stadium with a colorful “World Cup Women 26” logo treatment, descriptive text, and Single Player and Local Multiplayer buttons. Use a clean colorful arcade-sports visual style, soft shadows, bright readable team colors, rounded translucent HUD panels, and a compact pitch minimap at the upper-right during play showing the field, both teams, referee, ball, and selected player. Do not add mechanics not described here.

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