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Ego Striker

  • 3d
  • football
  • career
  • sports-management
  • arcade
  • mobile
  • anime-inspired
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. TRINOVA built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Ego Striker was built by TRINOVA 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 mobile-first single-page football career/management game titled “BLUE LOCK // EGO STRIKER,” with all visible interface text in French and a dark futuristic anime-training-program presentation. Use a fixed full-screen HUD over a real-time Three.js-style 3D background: nearly black navy environment with fog, a rectangular teal-green training pitch about 22 by 30 units, bright pale-cyan boundary/halfway lines, a simple goal at the far end made from dark blue horizontal posts and a glowing cyan center bar, a small stylized low-poly soldier/footballer character standing on the pitch, and a blue ball near the player. Keep the camera in a raised third-person perspective looking toward the goal; use cool cyan/blue lighting with a subtle purple rim light, shadows, and a dark blue-green field. The player and ball may be loaded as simple low-poly 3D assets; the ball idles/rotates and, when a shot is taken, moves toward the goal and eases back to its starting position.

Overlay the game with a fixed translucent navy panel outlined in blue and softly glowing, rounded corners, responsive for narrow phone screens and wider screens. At the top show the brand “BLUE LOCK // EGO STRIKER,” subtitle “ULTIMATE REBIRTH · SAISON 01,” and right-side status “PHASE 1 · ENTRÉE.” Beneath it show four stat cards: “RANG” initially “#300,” “EGO” initially “18,” “NIVEAU” initially “1,” and “EGO PTS” initially “0.” Add four navigation buttons: “Carrière” (active bright blue), “Classement,” “Match,” and “Profil.” Use a condensed techno/sports font similar to Rajdhani, white text, cyan headings, blue borders, gradients, meters, and glow effects.

The default Carrière screen is a rounded blue-bordered card titled “PROGRAMME D'ÉLITE,” with headline “ZERO, ton ego est encore brut.” and explanatory text: “Objectif actuel : gagner ton prochain match officiel et entrer dans le top 250. Chaque action compte — buts, tirs dangereux, dribbles et création.” Show four cards for STYLE “Sniper,” NIVEAU “1,” FORME “55%,” and BILAN “0-0.” Provide a bright primary button “LANCER LE MATCH” and secondary “ENTRAÎNEMENT.” Below, show “JOURNAL DE CARRIÈRE,” an event count, and a welcome event saying “Bienvenue dans le programme. Le classement est prêt.”

Persist the career state in local storage under a save key. Initial profile state should be name “Ego Rookie,” nickname “ZERO,” position “Buteur,” style “Sniper,” level 1, XP 0, Ego 18, coins/Ego points 0, rank 300, best rank 300, goals 0, assists 0, matches 0, wins 0, losses 0, phase 1, and skills: Finition 48, Dribble 42, Vitesse 44, Controle 45, Vision 38, Puissance 46, Placement 40, Eveil 30. Generate a 300-candidate ranking roster with fictional Japanese-style names, varied styles and scores, and include the player as candidate 300. Rank tiers should be computed as: rank 1 ULTIMATE, 2–5 EGO, 6–15 SSS, 16–30 SS, 31–60 S, 61–100 A, 101–160 B, 161–220 C, 221–270 D, otherwise E.

Implement the Classement tab as “CLASSEMENT GLOBAL · 300 CANDIDATS,” explain that score is calculated from level, form, goals, assists, consistency and recent performance, show the current rank and tier, and list the top 12 candidates in rows with rank/avatar, name, style, goals, assists, score, and up/down indicator. Highlight the player row with a cyan border when present. Include “Voir les rivaux” and “Retour carrière” buttons; the rivals action displays the fixed message “Rival #47 : Ren 047 — rivalité 62/100. Il s’adapte à tes dribbles répétitifs.”

Implement the Profil tab as “DOSSIER EGO,” showing “Ego Rookie” with nickname “ZERO,” “Buteur · Sniper · pied droit · rang E,” and a vertical list of all eight skills with numeric values and cyan-purple progress meters. Add “ACTIVER EGO FLOW” and “NOUVELLE CARRIÈRE.” Ego Flow behavior: if Ego is below 100, add 8 Ego; if it reaches 100, reset it to 35 and log “EGO FLOW activé : contrôle et accélération renforcés pour la prochaine action.” The reset button asks for confirmation, resets to defaults, and starts a new career while retaining the event-history behavior described by the UI.

Implement the Match tab as a card labeled “MATCH OFFICIEL · ÉPREUVE DE SURVIE,” with objective text “OBJECTIF : 1 BUT OU 3 ACTIONS DÉCISIVES,” a centered score using goals modulo 3 versus losses modulo 3 (away score capped at 2), “EGO FLOW : current Ego / 100,” an Ego progress meter, and the note “Utilise les actions terrain. Le tir n'est jamais automatique : le timing et la puissance déterminent le résultat.” Add four action buttons: “FRAPPER,” “DRIBBLER,” “CRÉER UNE OCCASION,” and “EGO FLOW.” Show an initially neutral log: “Le rival calculateur t'observe. Varie tes actions.”

Match actions should be probabilistic and based on skills. A shot succeeds with probability 0.28 + Finition/240; on success increment goals, add 25 coins/Ego Points, add 24 Ego (capped at 100), add 28 XP, show a large animated cyan “BUT ! EGO VALIDÉ,” and log “But décisif : +25 Ego Points, classement recalculé.” On failure add 6 Ego and show “Le gardien lit ta frappe. Change ton angle.” A dribble succeeds with probability 0.25 + Dribble/220; add 14 Ego on success or 4 on failure, showing “Dribble réussi — le rival change sa ligne défensive.” or “Dribble contré — la répétition devient prévisible.” and log successful decisive dribbles. A created opportunity succeeds with probability 0.32 + Vision/220; add 12 Ego on success or 5 on failure, showing “Occasion créée — contribution offensive reconnue.” or “Passe risquée interceptée.” and increment assists/log “Occasion nette créée : +1 passe clé.” on success. Whenever goals modulo 3 equals 1 after a goal, award a win, add 30 coins, reduce rank by 3 plus goals modulo 4 (never below 1), update best rank, increment matches, and log “Victoire officielle : tu dépasses 3 candidats. Nouveau rang #X.” XP should level up at 100 XP, subtract 100, increment level, and log the new level. Update every stat card and re-render the current view after actions. Keep controls entirely button-based in the UI; the 3D scene is atmospheric rather than a separate movement game.

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