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Ego Strikers

  • 3d
  • football
  • soccer
  • arcade
  • sports
  • anime-inspired
  • action
  • mobile
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. agalya chidambaram built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Ego Strikers was built by agalya chidambaram 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 Strikers 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 Strikers

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.

Recreate a playable Three.js 3D arcade football game titled “Ego Strikers.” Use an original anime-inspired striker-duel presentation with no copyrighted characters or branding. Render a full-screen 3D scene with a dark navy stadium/background and fog, bright directional lighting, soft shadows, and an elevated behind-the-player perspective: camera around 22 units high, following the currently controlled home player, looking toward the opponent goal. Smoothly track the player as they move up and down the pitch.

Build a rectangular green football pitch approximately 34 units wide by 58 units long, with alternating dark/light horizontal grass stripes, thick pale mint-white boundary lines, a halfway line, and a white center circle. Put a goal at each short end, using pale metallic/white posts and crossbar, simple transparent wireframe cyan netting, and visible shadows. Surround the pitch with dark blue stadium side/end stands and repeating glowing rectangular banners: cyan/blue on the left side and orange on the right. Use blocky Kenney-style 3D character models with colored tinting and simple idle/walk/sprint/kick animations. Home players are cyan/blue-tinted, away players orange-tinted. Place a white soccer ball with small dark patches on the pitch.

The match loop is: from a start menu, choose one of three labeled leagues—“Neo Eagles League,” “Egoist League,” or “Neo League Trials”—then start a two-minute match. The league selection changes the selected league label in the HUD; the default active player and actual implemented abilities remain the home striker roster described below. Start with the home team possessing the ball near its own half. The user controls exactly one home player at a time and must dribble toward the opponent goal at the far negative-Z end, pass between teammates, shoot, and score more goals than the opponents before the 02:00 timer reaches zero. After either side scores or a shot goes wide, reset all players to their spawn formations and kick off again. At match end, return to the menu and display “YOU WON,” “DRAW,” or “YOU LOST” according to the score.

Create three home players: Rin Kai, a central striker at roughly (0,17), with “Eagle Curve” / curve ability; Nagi Volt, a link player at (-8,9), with “First Touch” / trap ability; and Chigiri Flash, a wing player at (8,5), with “Lightning Dash” / dash ability. Create four opponents: Kaiser-Style Ace, a pressing defender around (-8,-8) with “Predator Tackle”; Speed Poacher around (8,-10) with “Quick Mark”; Field Reader around (0,-14) with “Block Vision”; and Iron Wall, the goalkeeper around (0,-23), with “Keeper Wall.” Keep the goalkeeper near the opponent goal and make the other opponents maintain distinct pressing, marking, and screening roles rather than all converging into one point. Add separation steering so players do not merge. Opponents should actively pressure the ball, steal possession at close range, dribble toward the home goal, occasionally pass when blocked, and shoot when in range. Show a brief large glowing message such as “KICK OFF,” “GOAL!,” “EGO GOAL!,” “OPPONENT GOAL!,” “WIDE!,” “OPPONENT WIDE!,” “TACKLE WON!,” “OPPONENT PASS,” or the relevant ability name when events happen.

Controls: keyboard WASD or arrow keys to move the controlled player, Shift to sprint, Space to shoot, Q to pass, E to activate EGO, and P to pause. Also provide mobile controls overlaid on the lower screen: a large virtual analog stick at bottom-left with a draggable knob, deadzone and eased response; bottom-right circular PASS, SHOOT, and EGO buttons. A near-full-stick input should also enable sprinting. Passing automatically switches control to the receiving teammate: aim the pass at the home teammate who is closest to the opponent goal, launch the ball toward them, and when received make that player the controlled player. The ball should attach and travel just ahead of the owner while dribbling. Shooting releases it toward the opponent goal with a lifted trajectory, gravity, bounce, drag, side-wall rebounds, and possible goal/wide detection. A close controlled-player tackle can steal the ball from an away owner; defenders can steal from the home owner. The dash ability can protect/restore possession during its active period.

Implement the EGO charge meter per player, displayed as a horizontal bar in the top-right HUD. Charge slowly regenerates, increases after shots and goals, and begins full at kickoff. EGO can only activate when full and is then emptied, with a short active duration and a bright expanding colored ring effect beneath the player. Rin’s Eagle Curve immediately performs a powerful shot with extra power and sideways curve toward the goal. Nagi’s First Touch claims a loose or incoming ball and temporarily slows away players. Chigiri’s Lightning Dash claims a loose ball if needed and gives a strong movement burst through defenders. Show the current controlled player’s ability name in the HUD.

HUD styling: use translucent dark navy/blue glass-like panels with cyan borders and rounded corners. Top-left show the score as large “home - away” text and below it the selected league plus current player name. Top-right show the current EGO ability, the charge bar with a cyan-to-yellow fill, and a digital timer starting at “02:00.” Center event messages should be huge, bold, white/cyan-glowing text with a dark shadow. The menu should be a full-screen dark blue radial overlay with a centered rounded card, large “EGO STRIKERS” title, explanatory text, three league selection buttons with the selected option outlined in yellow, and a large yellow/orange START MATCH button. Preserve the clean, colorful low-poly/blocky 3D aesthetic, strong stadium shadows, cyan/orange team contrast, and arcade football feel visible in the reference.

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