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FOOTBALL LEGENDS

  • 3d
  • football
  • sports
  • arcade
  • mobile
  • management
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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. ATHIF RABAH built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about FOOTBALL LEGENDS yet. Play it, then tell ATHIF RABAH what you would add next.

Make your own game

FOOTBALL LEGENDS was built by ATHIF RABAH 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 FOOTBALL LEGENDS 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 FOOTBALL LEGENDS

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.

Rebuild a mobile-first 3D arcade football game titled FOOTBALL LEGENDS. Use a top-down/angled broadcast camera over a large simple green rectangular football pitch (about 58 by 88 units), with thin pale field markings, touch-friendly controls, and a dark blue stadium atmosphere. The camera starts high behind the controlled player and follows that player smoothly, looking toward the field; show chunky low-poly, capsule-bodied footballers with spherical skin-tone heads, no facial features, home team in bright teal/green and opponents in muted coral/red. Place 11 players per side in football formations, with the home team starting toward the negative-Z end and the away team toward positive-Z; include pale goal frames at both end lines and chunky dark blue-gray rectangular stadium stands arranged around the pitch. Add a white ball that rolls/slides with friction and a gold selection ring under the currently controlled home player.

Create the main menu as a large centered translucent near-black navy rounded panel over the visible 3D stadium. The visual language is clean, bold, and mobile-game-like: white heavy sans-serif headings, mint/teal accent color, navy secondary buttons, rounded corners, subtle borders and shadows. At the top of the screen keep a fixed HUD with a FOOTBALL LEGENDS brand pill on the left in mint lettering and a coin pill on the right showing a coin icon and 240 initially. The menu title reads FOOTBALL LEGENDS and subtitle “Original mobile football — build your dynasty.” Include a two-column button grid: QUICK MATCH (teal), CAREER, SQUAD, and PLAYER PACKS (navy). Below it show a Daily Objective card: “Complete a match to earn +80 coins” and “Progress 0 / 1”.

Quick Match and Career both start the same playable two-minute match. Hide the menu and show match HUD: a centered top scoreboard reading SKYFORGE 0 - 0 RIVERHAWKS with a 02:00 clock, plus a left-side possession pill initially saying “Possession HOME.” The player controls are a large draggable virtual joystick at lower left and round action buttons at lower right: PASS, SHOOT (red), SPRINT (gold/brown), SWITCH (purple), THROUGH, TACKLE, and a wide LEAVE MATCH button. Include a small bottom hint: “Drag the joystick • pass, shoot, tackle and sprint”. Also support keyboard equivalents for desktop: WASD/arrow keys move, Shift sprints, Space shoots, E passes, Q tackles, and C switches player.

Core match rules and feel: only the currently controlled home player is directly moved, at normal speed 5.5 and sprint speed 9, constrained inside the pitch. If that player is near the ball, the ball stays in front of the moving player, representing possession. PASS kicks toward the nearest other home teammate with power 16; THROUGH kicks toward that teammate with power 22 and a farther lead; SHOOT kicks toward the opponent goal with power 28; TACKLE, when a nearby opponent is within about 2.2 units, places the ball at the controlled player and briefly cools that opponent. SWITCH cycles through the 11 home players and moves the gold ring. Passing/shooting/tackling should have short simple synthesized arcade sounds if audio is available. The ball should move with velocity, strong friction, bounce/reverse softly at side boundaries, and bounce at end boundaries when it misses the goal. A goal is scored when the ball crosses an end line within the 7-unit goal width: update the home/away score, award 50 coins, mark the daily objective complete, and reset the match and player positions. The clock counts down from 120 seconds; when it reaches zero, end the match, award 80 coins, return to the menu, and mark Daily Objective Progress 1 / 1. Leaving the match also returns to the menu.

Add working management screens reachable from the menu. SQUAD opens a centered navy panel with tabs SQUAD, PACKS, OBJECTIVES, a scrollable list of the named roster and upgrade buttons, and BACK. Show these original players and positions/ratings: Aero Vale ST 86, Milo Crest LW 82, Juno Pike RW 80, Tariq Moss CAM 84, Nova Flint CM 79, Iris Vale CM 77, Rex Dune LB 75, Kian Rook CB 81, Oren Lake CB 78, Sela Quill RB 76, Bram Holt GK 83. Each card can show a gold star rating and chemistry percentages descending from 92% but no lower than 68%; an UPGRADE 45 coins button spends 45 coins and adds +1 rating, persisting upgrades locally. PACKS shows a Scout Pack card, “Unlock one original player • no real money,” and an OPEN FOR 120 coins action that spends coins and adds +2 to Bram Holt’s rating, plus a Formation Lab card stating “4-3-3 selected • balanced chemistry 88%” and a nonessential FORMATION 4-4-2 button. OBJECTIVES shows Daily Objectives (complete 1 match +80 coins, make 3 successful passes +40 coins, score a goal +100 coins) and Career text (“Division 1 • 2 wins to next tier” and “Tournament Cup • Round 1 ready”). Keep the interface responsive and usable in portrait mobile layouts, with the 3D scene visible behind translucent panels and no invented online, real-money, or advanced football features.

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