Skip to content

Arcade › Flux League

Flux League

  • 3d
  • arcade
  • sports
  • football
  • vehicle
  • neon
  • arena
  • physics
0
Remix it Discord

0 plays

How to play

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

Discussion

Nobody has said anything about Flux League yet. Play it, then tell Aarav Nanda what you would add next.

Make your own game

Flux League was built by Aarav Nanda 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 Flux League 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 Flux League

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 browser-native 3D arcade football game titled “Flux League,” presented as an original “Arcade arena // prototype season zero” experience with no licensed assets. Use a Three.js-style real-time 3D scene with a third-person chase camera behind the player’s car, smooth camera follow, shadows, fog, and a dark futuristic stadium aesthetic.

Start on a full-screen menu over a dark navy/black radial-gradient background. Center a large rounded rectangular glassy panel with a subtle blue border and inset glow. Display the title “FLUX LEAGUE” in large uppercase lettering, with FLUX in near-white and LEAGUE in bright cyan. Under it show “ARCADE ARENA // PROTOTYPE SEASON ZERO.” Include a Play section with the text “Choose a match size and AI difficulty,” a WASD / ARROWS key hint, four match-size buttons labeled 1v1, 2v2, 3v3, and 4v4, with 1v1 selected in a blue/cyan gradient. Include an AI difficulty dropdown showing Pro by default, although the visible prototype’s gameplay behavior may remain the same for all selections. Below a divider, show buttons in a two-column grid: PLAY MATCH, TRAINING, GARAGE, PROFILE, REPLAYS, SETTINGS. The non-match buttons should display a small “Coming next season” toast rather than open implemented features.

When PLAY MATCH is selected, create a rectangular enclosed arena approximately 52 units wide by 86 units long and 22 units high. The floor is dark emerald green with a faint luminous grid, a thin dark rim, tall dark side/end walls, a transparent wireframe-like ceiling, and transparent side netting. Put a glowing blue goal at the far negative-Z end and a glowing orange goal at the far positive-Z end. Each goal has a broad rectangular frame, top crossbar, side posts, translucent colored goal mouth, and strong colored light glow. Add a pale cyan center line and center circle. Place glowing cyan boost pads on the field: small pads at the left/right sides near z = -31, -16, 16, and 31, plus larger full boost pads at x = -20 and x = 20 on the center line. The arena should feel enclosed, moody, and futuristic, with blue/orange team lighting, soft fog, and a dark blue background.

The match is car-based arcade football. Build simple stylized low-poly rocket cars from boxes and cylinders rather than realistic vehicles: a blue car for the player, orange and blue AI cars, a rectangular colored body, pointed/nose piece, translucent cyan-tinted cabin, rear spoiler, four dark wheels, and a bright rear light strip. Use blue materials for the player team and orange materials for the opposing team. In 1v1, spawn one blue player and one orange AI; in 2v2–4v4, spawn the corresponding number of blue and orange cars. Blue cars start on the positive-Z half facing toward negative Z; orange cars start on the negative-Z half facing toward positive Z. The ball is a large off-white sphere with a thin cyan ring, beginning above the center spot.

Implement a five-minute match clock, blue and orange scores, kickoff countdown (3, 2, 1, then GO), goal resets, and match end. The ball is affected by gravity, bounces off the floor, ceiling, side walls, and the end walls outside the goal openings, and can be struck by cars. A goal occurs when it crosses beyond the appropriate end of the arena through the goal opening: award the goal to Blue when it enters the positive-Z orange goal, and to Orange when it enters the negative-Z blue goal. Show a large colored “BLUE GOAL” or “ORANGE GOAL” toast, play a short goal sound, then reset all cars and the ball for another kickoff. At zero time, if scores are tied, continue in overtime; otherwise show an end panel with “BLUE WINS,” “ORANGE WINS,” or “DRAW” and the final score, plus REMATCH and QUIT TO MENU buttons. Include pause behavior with Escape and a panel containing RESUME, RESTART MATCH, and QUIT TO MENU.

Driving should feel arcade-like and physics-based. WASD or arrow keys control forward/reverse and steering. Shift activates a limited boost meter, rapidly accelerating the car and draining boost. Space jumps, with up to two jumps before landing. E performs an airborne dodge/flip-like impulse after a jump. Cars have velocity, acceleration, drag, steering, air gravity, collision bounce, and arena boundary clamping. Cars collide with one another and push each other. Cars can hit the ball, transferring momentum and recording the last toucher. The player begins with 100 boost. Driving over the player’s cyan boost pads replenishes boost: small pads add a partial amount and deactivate temporarily, while full pads refill completely and respawn after a longer cooldown. AI cars automatically chase the ball, defend their own side when the ball is near their goal, steer toward it, and sometimes jump when it is airborne nearby; they can also use boost.

Use a responsive HUD during matches. At the top center, show a compact score bar with a blue score block on the left, a dark timer block in the center labeled “FLUX LEAGUE” and displaying the clock in M:SS format, and an orange score block on the right. Below it, show a large centered countdown/status text. Show goal/overtime toasts below the status. At bottom right show BOOST, the numeric boost amount, and a glowing cyan horizontal fill bar. At bottom left show the hint “WASD move · Shift boost · Space jump · E dodge · C ball cam · Esc pause.” Match the supplied dark glassmorphism UI style: rounded corners, thin translucent blue borders, cyan highlights, uppercase bold text, and restrained blue/orange gradients.

For mobile-sized screens, include translucent circular touch controls layered over the game: BOOST and JUMP on the lower right, BRAKE and left/right steering buttons on the lower left. Preserve the responsive HUD scaling and hide the desktop hint on narrow screens. Add short synthesized arcade sounds for car impacts, boost activation, and goals. Keep the visual style clean, original, neon-lit, low-poly, and polished, with no invented menus, weapons, collectibles, licensed teams, or extra game modes beyond the visible prototype features.

More free browser games

Browse the whole Arcade →