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Field Rush

  • 3d
  • arcade
  • sports
  • lacrosse
  • third-person
  • action
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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. Daniel gowdamarajan built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Field Rush yet. Play it, then tell Daniel gowdamarajan what you would add next.

Make your own game

Field Rush was built by Daniel gowdamarajan 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 Field Rush 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 Field Rush

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 arcade lacrosse game titled “Field Rush.” Use a bright, low-poly/stylized sports-field presentation with a sky-blue background and light fog. The camera should follow the blue player from behind at roughly third-person distance, with an orbit/third-person control system and visible touch joystick controls on mobile. Support WASD and arrow keys for movement; clicking/tapping or pressing Space performs the throw/sling action.

Build a rectangular green lacrosse field approximately 52 units wide and 88 units long, with white boundary lines along both sidelines and end lines, a white line down the center, and a large white center circle. Place chunky dark blue rectangular spectator/stand blocks outside the field along both sides. Put a red-framed goal at the far negative-Z end and a blue-framed goal at the positive-Z end: each goal has two vertical posts, a crossbar, and a faint translucent net box.

The player is a simple stylized blue lacrosse athlete near the positive-Z end of the field. Model the avatar as a rounded blue capsule body, a pale/white spherical helmet, and a lacrosse stick extending to one side, consisting of a metallic shaft and gold/yellow rounded head. The player starts around the center of the blue half. Add a simple red opponent/defender around the negative-Z half, built with the same capsule-and-helmet style but with a red body and dark helmet. The defender should continually patrol/wander near the negative half using smooth oscillating horizontal and depth movement, and face toward the player.

Place a small glowing blue ball near midfield at game start. The core loop is: the player moves close to the ball to automatically scoop it up; while carrying it, keep the ball positioned in front of/near the player and visually rotate it. Press Space or click to sling/throw it in the camera’s forward direction, with a slight upward component and strong initial speed. Once thrown, simulate gravity, bouncing on the ground, and gradually reduced horizontal velocity. If the moving player gets within scoop range of the ball while it is low enough, automatically pick it up and show “BALL SECURED.”

The red defender can check the player: if the game is active, the player is carrying the ball, and the defender comes within close range, drop the ball near the player, launch it backward toward negative Z, and briefly display “CHECKED!” in red. A thrown ball scores for BLUE when it crosses the negative-Z goal line inside the goal’s roughly 3-unit width and below goal height. It scores for RED when it crosses the positive-Z goal line inside the same width and height, so the two end goals represent opposite scoring directions. After any goal, increment the appropriate score, reset the ball to midfield, reset the blue player to the positive-Z starting position, and show a brief goal message (“GOAL! BLUE SCORES” or “RED SCORES”).

Use a match timer beginning at 60 seconds that counts down only after the player first starts the game by moving, pressing a key, or interacting. The match ends when either team reaches 5 goals or when the timer reaches zero. At time-out, display “DRAW!” for a tied score, otherwise “BLUE WINS!” or “RED WINS!” based on the score. Once finished, stop active scoring/gameplay and show “PRESS RESTART TO PLAY AGAIN.” Include a prominent RESTART button in the upper-right that resets both scores, timer, ball, player position, and the start state/message.

HUD: place a dark translucent scoreboard panel centered at the top with large yellow text formatted “BLUE 0 — 0 RED” and a smaller countdown such as “59 SECONDS.” Show a centered temporary message for the title/start prompt, secured/check/goal notifications, and win state. At the bottom center, show a dark translucent instruction panel reading essentially: “Move with WASD / arrow keys. Click or press SPACE to sling the ball. Get close to the blue ball to scoop it up.” Use bold clean sans-serif typography, white/yellow/red/blue team colors, subtle shadows, soft directional lighting, character and stand shadows, and an uncluttered arcade-sports look. Keep the player constrained to the playable field bounds.

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