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Ego Striker

  • 3d
  • sports
  • soccer
  • arcade
  • action
  • training
  • mobile
0
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7 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jeremiah Cotton built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ego Striker yet. Play it, then tell Jeremiah Cotton what you would add next.

Make your own game

Ego Striker was built by Jeremiah Cotton 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 Ego Striker 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 Ego Striker

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 third-person soccer striker training game titled "Ego Striker." Use a stylized low-poly anime-inspired blue-aura presentation, with no real-world characters, logos, dialogue, or licensed assets. The camera is behind and above the player, following them as they advance toward a goal at the far end of a rectangular green pitch. Keep the goal centered ahead and use a dark navy night-like background with fog, blue arena walls, glowing cyan light pillars, and a large dark blue scoreboard-like monolith behind the goal. The field should have alternating mowed green stripes, bright cyan-white touchlines, a halfway line, penalty-box markings, and a center circle. Build a white/cyan glowing goal frame with two posts, a crossbar, and a deep blue net extending behind it.

The player is a compact stylized striker near the camera, visually represented by a blocky/capsule-like dark navy-blue character with a pale head (or an equivalent simple imported blocky character), casting a shadow. Surround the player with a rotating blue/cyan spiked aura whose size and opacity increase with the Ego meter and while charging. Place a glowing white soccer ball with dark crossing bands/rings and a faint cyan glow at the striker's feet. The ball is possessed while dribbling, follows slightly in front of the player, and becomes a physics-driven loose ball when kicked: apply forward velocity toward the goal, an upward arc, gravity, bouncing, rolling drag, spin, and a modest sideways curve based on the player's horizontal position. Clamp the player to the pitch boundaries.

Core loop: start with a 90-second round and the ball possessed by the player. Move with WASD or arrow keys; also support a mobile virtual joystick. Hold Space, or hold the on-screen circular SHOOT button, to charge power, then release to shoot. Charge from a minimum usable amount up to a maximum over roughly one second; show stronger blue/purple particles and the text "EGO SHOT!" for a highly charged kick, otherwise show "SHOOT!". A shot increments the Shots counter, temporarily removes possession, and reduces Ego slightly. The goal is to score as many goals as possible before the timer reaches zero. Detect a goal when the ball enters the goal volume near the far goal within its width and height; increment Goals and a combo counter, add substantially to Ego, emit a large cyan particle burst, show "GOAL!" (and show "HAT-TRICK EGO!" after more than two consecutive goals), then reset the ball to the player and reposition opponents.

Add three rival defenders in dark blue/purple capsule-like humanoid forms with pale spherical heads and narrow glowing cyan eye strips. Place them at different midfield/attacking positions. They should continuously chase the ball, but while the player possesses it they should pressure the player from offset positions. If a rival gets close enough to the loose ball or possessed ball, steal it on a cooldown: launch/clear the ball away toward the player's side, reduce Ego, reset the goal combo, change possession to rival, show "STOLEN!", and emit a small blue burst. Add a purple/dark-violet capsule-like goalkeeper at the goal that tracks the ball horizontally inside the goal mouth. It can save/clear shots when close, showing "SAVED!" and reducing Ego. The ball should reset if it travels outside the pitch or far beyond the goal.

HUD: overlay the game without blocking play. At the upper left show rounded dark translucent pills reading "Goals 0", "Time 90", and "Shots 0" with cyan borders/glowing text. At the top also show a dark blue/purple hint panel reading approximately "WASD / arrows to dribble. Hold Space or SHOOT to charge. Score before time runs out — rivals steal loose balls." Below it, show a full-width rounded Ego meter with a cyan-to-light-blue-to-purple gradient glow, initially around 18%. Show large centered glowing cyan/white status text near the upper-middle for "EGO STRIKER", "SHOOT!", "EGO SHOT!", "GOAL!", "STOLEN!", "SAVED!", or end messages. When the 90-second timer expires, stop normal play and show "ELITE STRIKER" if the score is at least 5, otherwise "TRY AGAIN". Support pressing R after game over to restart score, shots, timer, Ego, combo, and ball position.

Use soft shadows, ambient hemisphere lighting, a strong cyan directional key light, a cyan point light near the goal, atmospheric fog, bloom-like emissive materials, and small glowing particle bursts for shots, goals, steals, and saves. Keep the style clean, vivid, and game-like: deep navy sky/background, saturated striped green field, white/cyan markings, blue energy effects, simple rounded humanoid forms, and visible cast shadows. Include responsive mobile controls: a translucent circular joystick at lower left with a glowing blue nub and a large radial-gradient SHOOT button at lower right. Expose runtime state functions equivalent to getGameState/setGameState for score, shots, time, game-over/paused state, player and ball positions, Ego, possession, charge, and defender positions.

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