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Drive Bowl

  • 3d
  • sports
  • football
  • arcade
  • season-mode
  • retro
  • touch-controls
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. jomelanditamar built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Drive Bowl yet. Play it, then tell jomelanditamar what you would add next.

Make your own game

Drive Bowl was built by jomelanditamar 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 Drive Bowl 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 Drive Bowl

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 retro-inspired 3D American football game called "Drive Bowl". Use a Three.js-style low-poly/blocky presentation with a bright green striped football field, white yard lines and yard numbers, colored end zones, simple box-shaped football players, stadium stands on all four sides with rows of tiny colored fans, a blue sky background, soft shadows, and a slightly pixelated arcade look. Use a high, angled third-person broadcast/gameplay camera that follows the user-controlled offensive ball carrier upfield, showing the line of scrimmage and first-down marker as full-width colored lines. Keep a fixed HTML HUD over the scene: a dark rounded scoreboard across the top with the custom home team on the left, opponent on the right, score chips and scores, a centered 2:00 game clock and quarter indicator; beneath it show down-and-distance, ball/drive start information, pass attempts and rushing/turnover stats. At the bottom show touch controls: a left D-pad with up/down/left/right buttons and large SNAP and PASS buttons on the right. On desktop support WASD or arrow keys to move, Enter to snap/start, Space to pass, number keys 1-5 to select plays, and P to pause. On mobile make the on-screen controls functional.

The game is an 8-week season followed by a two-round playoff path if the player finishes the regular season with at least 5 wins: semifinal, then championship. Track wins and losses, current week/stage, next opponent, and whether the player won the title. Each weekly matchup uses a fictional opponent with its own name and colors. Include three persistent custom-team save slots using local storage. Provide an Edit Team screen/overlay where the player can set city, nickname, primary, secondary, and accent colors; changing these must update the scoreboard, uniforms, and home end zone. Include default custom teams such as Lake City Comets, Metro Owls, and Nova Foxes, and a pool of fictional opponents such as Bay City Bolts, Portview Pines, Mesa Outlaws, Northline Glaciers, Capital Orbit, Canyon Riders, Harbor Krakens, River Royals, and Iron Forge.

Implement the core quick-drive loop. Before every snap, display a play-call panel with five choices: 1 Quick Slant (pass), 2 Sweep (run), 3 Bomb (pass), 4 Field Goal, and 5 Punt. Show the selected play description and pre-snap play art on the field. Quick Slant draws three blue/cyan receiver routes with short inside breaks; Sweep draws routes plus a gold run path wide toward the edge; Bomb draws deeper routes and is riskier; Field Goal draws a gold kick lane toward the far goal line; Punt draws a cyan target lane. The panel can be closed with an X and reopened with a PLAYS button. Press SNAP/Enter to begin the selected play. The drive starts around the 25-yard line with normal football down-and-distance rules: first down, second, third, fourth down, chains moving when the first-down marker is reached, and turnover on downs after a failed fourth down.

During live run/pass plays, move the blocky home player with WASD/arrows or the D-pad. The offensive player begins with the ball and can run upfield toward the end zone while defenders pursue. Defenders should have varied reaction delays so the offense gets time to execute. Sweep has assisted initial motion toward the edge. For pass plays, receivers run along their drawn routes; press PASS/Space to throw to an automatically selected advancing receiver. Render the football as a small brown block/low-poly object that arcs through the air. A pass can be caught, fall incomplete, or be intercepted by a defender; interceptions must count as turnovers and trigger an opponent possession simulation. Tackles, sacks after a deep drop, delay of game, incomplete passes, and gains should end the play and update the down, spot, and HUD. Reaching the far end zone scores a touchdown for 7 and starts a fresh drive after a simulated opponent possession. A field goal uses distance from the current line of scrimmage, has a distance-based chance of success, awards 3 if good, and starts a fresh drive; a miss gives the opponent a simulated short-field possession. A punt calculates a randomized gross/net distance, records the punt, and starts a fresh drive. The opponent does not play a fully visualized possession; simulate its result as a stop, field goal, or touchdown and update the away score.

Each game lasts four two-minute quarters. Show quarter changes and banners for events such as TOUCHDOWN, INTERCEPTED, FIRST DOWN, GOOD FROM [distance], NO GOOD, PUNT [yards] YDS, and TURNOVER ON DOWNS. If tied at the end, resolve it with a simulated overtime field goal. At the final whistle show a postgame overlay with win/loss score, season record, next matchup or playoff advancement, and a button for the next week/stage or a new season. Include a pregame overlay with matchup, season status, and a clear prompt to start. Include pause behavior and resume. Add lightweight synthesized arcade audio after user interaction for snap, pass, kick, touchdown, turnover, and a subtle crowd pulse, but keep the game playable if audio is unavailable. Use sharp dark translucent panels, uppercase/pixel-like typography, bright blue/gold/cyan play art, and saturated team colors consistent with the supplied screenshot and code.

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