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Arcade › Curveball
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Curveball was built by BlakeDaBurner 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 Curveball 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 playable local two-player 3D game called “Curveball,” presented as a stylized street curb-ball challenge. Use an isometric/three-quarter camera looking down a long urban street, with the camera fixed near one corner and aimed at the center of the court. Render a full textured dark asphalt roadway with white edge lines, yellow dashed center markings, crosswalk-like white markings, sidewalks at both ends, green verges, and rows of blocky city buildings with lit window grids framing the far ends. Add four oversized moving traffic cars in lanes across the street as live hazards; cars should be brightly colored, visibly modeled with boxy bodies, cabins, and wheels, travel horizontally, wrap around at the edges, and cause a shot to fail if the airborne ball collides with one. Place two human-like low-poly basketball/street-sport players on opposite curbs: Player A at the positive-Z end in a blue jersey and Player B at the negative-Z end in a coral/orange jersey. Give each a head with hair, eyes, pupils, ears, nose, and mouth, plus layered torso/jersey, shorts, articulated arms, legs, socks, and shoes. Let players slide side-to-side along their own curb within a limited horizontal range. Show a glowing selection ring beneath the current player; make the active player hold the orange basketball visibly in their hands, gather, lift, and release it with a short basketball-style shooting animation. The core mechanic is turn-based: the active player aims across the street at the opponent’s curb and shoots the ball. Each curb contains three glowing rectangular target pads laid across the width, worth 2, 1, and 3 points from left to right. Color them orange for 2, cyan for 1, and pink for 3, with floating visible number labels above them. Only the far/opponent curb is live for the current shot; make its pads brighter and pulsing while the near curb is dimmer. A successful shot is one that intersects a live pad during its flight, then rebounds directly back toward and is caught by the original shooter. On the rebound, reverse the ball velocity toward the shooter and allow the player to catch it within a mode-dependent radius. Award the pad value and keep possession for another shot. If the player catches a second or later consecutive curve, add a +1 hot-streak bonus; show each player’s streak and reset the current player’s streak on a miss. A miss, a ball that passes the shooter, a stalled return, a shot that leaves the court, or a traffic collision flips possession to the other player, visibly transfers the held ball, and gives the other player the next turn. Include a faint projected trajectory line while aiming. Use realistic simple projectile motion with gravity, bounce off the ground, horizontal boundary response, and ball spin. Shots are controlled by aim angle and power: aim ranges from -28 to +28 degrees and power ranges from 35% to 100%, with a default power around 68%. Power changes launch speed and vertical lift. The player’s horizontal position affects the launch and catch location. Provide on-screen range sliders labeled Aim and Power with live degree/percent values, a prominent Shoot button, and Reset Round button. Support keyboard controls: A/D move the current player left/right, Left/Right arrows adjust aim, Up/Down arrows adjust power, and Space or Enter shoots. Also support browser gamepads: left stick moves, right stick aims, triggers/stick or d-pad changes power, A or a main face button shoots, and a controller reset button. Make controls disabled while the ball is flying or during turn transition. Build five selectable modes with these exact behavior presets and labels: Street Sprint (90-second timed round, target scale 0.92, catch radius 1.35, tighter/faster default behavior); First to 11 (no timer, score target 11, target scale 0.90, reduced rebound help); Easy Catch (60 seconds, score target 9, target scale 1.12, catch radius 1.65, softer gravity and more forgiving rebound); Pressure Cook (75 seconds, target 13, target scale 0.74, catch radius 1.12, small pads and harder returns); Pro Curve (60 seconds, target 15, target scale 0.62, catch radius 0.98, tiny targets and minimal rebound help). Timed rounds end at zero and declare the higher scorer or a tie; score modes end when a player reaches their target. Starting or resetting a mode sets scores and streaks to zero, restores Player A’s turn, resets positions and controls, and gives the active player the ball. Overlay a dark translucent, glass-like HUD over the 3D scene. In the upper-left, show TURN and current player, CLOCK with seconds for timed modes or “Target N” for score mode, two score cards for Player A and Player B with large scores and “Streak N,” and a status message describing the current action/result. In the lower-left, show the mode list with buttons for Street Sprint · 90s, First to 11, Easy Catch · 60s, Pressure Cook · 75s, and Pro Curve · 60s. In the lower-right, show the Aim and Power sliders, values, Shoot and Reset Round buttons, and a compact control hint. On first load, show a centered modal titled “Curveball,” eyebrow “Two-player curb challenge,” explanatory text, bullets saying curve return scores and grants another shot, a miss flips possession, and orange/pink pads are worth more, plus buttons to start each mode. When a round ends, replace the modal with “Round Over,” final score text, score bullets, and mode-selection actions. Use a dark navy/black translucent visual language with rounded panels, subtle borders and blur, white text, yellow active accents, and orange-to-pink primary buttons. Make it responsive: on narrow/mobile layouts stack the controls beneath the scoreboard and hide the separate desktop mode panel while keeping the game playable via touch sliders and buttons.