Arcade › Flick Goal
Click the game above and it runs right here in your browser. No download, no installer, no account needed. AYMAN BENCHEIKH built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Flick Goal yet. Play it, then tell AYMAN BENCHEIKH what you would add next.
Flick Goal was built by AYMAN BENCHEIKH 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 Flick Goal 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.
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 mobile-friendly soccer penalty flick game titled "Flick Goal". Use a third-person perspective camera positioned behind and slightly above the ball, looking down a long green soccer pitch toward a full-size white goal in the distance. The scene should have a bright blue sky-colored background with atmospheric fog, a broad flat green turf plane, and subtle horizontal white pitch stripes receding toward the goal. Light the scene with bright warm sunlight and soft shadows. Place a white soccer ball with several small dark polygonal patches in the foreground at the center of the pitch. Give it a soft dark circular shadow on the grass. At the far end, build a white goal: two tall posts, a crossbar, visible thin white net/grid lines, and a simple goalkeeper standing in front of it. The goalkeeper is a stylized low-detail figure with an orange-red capsule-shaped body and a tan spherical head. Make the keeper continuously move side-to-side across the goal mouth, oscillating between roughly the left and right sides, with a slight tilt as it moves. The core interaction is a flick/slingshot shot. The player presses or touches the canvas, drags backward from the ball, then releases. Display a white circular aim indicator centered at the current pointer while dragging. Convert the backward drag direction into the ball's launch: horizontal drag controls left/right travel, vertical backward drag controls upward lift, and longer drags produce a stronger forward shot. Ignore shots with almost no drag. On release, animate the ball physically through the air toward the goal, with gravity, visible spinning/rolling rotation, and a shadow that follows the ball and shrinks as it rises. The ball can score if it crosses the goal plane inside the posts, below the crossbar and above the ground. It can be saved if it intersects the moving keeper, or be a miss if it hits the ground, goes too far beyond the goal, leaves the lateral bounds, or rises too high. Start each round with score 0 and 5 shots. Show a fixed HUD over the 3D view: a dark translucent rounded panel at top-left labeled "SCORE" with the current score, and a matching top-right panel labeled "SHOTS" with remaining shots. Center a bold status message around the upper-middle of the screen. Initially show "FLICK TO SHOOT" and below it "Drag back from the ball, then release." After a shot, show "BEND IT!" with "Aim away from the keeper." While the ball resolves, show either "GOAL! +1" with "Line up the next shot." or "SAVED / MISSED" with "Keep the shot inside the posts." After a short delay, reset the ball for the next shot if shots remain. Decrement shots on every valid shot and increment score only for goals. When all five shots are used, show "ROUND OVER — [score] GOALS" and "Press NEW ROUND to play again." Include a bottom-right yellow rounded "NEW ROUND" button that resets score to 0, shots to 5, returns the ball to its starting position, and restores the initial prompt. Include a bottom-center instructional hint during normal play. The interface should use bold white typography with dark shadows, rounded translucent panels, and a compact arcade presentation; it must work with touch and pointer input and prevent page scrolling.