Arcade › Freeze Kick 3D
Click the game above and it runs right here in your browser. No download, no installer, no account needed. mdrnot911 built it with Cinevva, so it works on a phone or a tablet too.
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Freeze Kick 3D was built by mdrnot911 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 Freeze Kick 3D 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 browser-based 3D arcade soccer game titled “Freeze Kick 3D” (the menu branding can read “FREEZE KICK”). Use Three.js or an equivalent 3D engine with a fixed, elevated oblique camera looking down at the entire rectangular pitch, framed so both goals and the full field are visible. The setting is a dark green stadium-like void with a large green grass pitch made of alternating vertical mowing stripes, bright white boundary, halfway line, center circle, penalty boxes, and goals at the left and right ends. Goals have white posts/crossbars and translucent white net planes. Add soft shadows, directional sunlight, ambient/hemisphere lighting, mild fog, and a dark green apron around the field. Build a 2-versus-2 soccer match: each side has two outfield animated humanoid players plus one goalkeeper, for six visible players total. Use simple low-poly/animated 3D character models, tinting each team’s players in that team’s primary color and using the secondary color for the goalkeeper. The ball is a small white soccer ball with black pentagon-like markings and a visible cast shadow. Team directions are opposite: one attacks right and the other attacks left. Place players in sensible kickoff formations, with two outfielders spread vertically and a goalkeeper near each goal. Outfield players use acceleration, velocity, friction, smooth turning, and running/idle animations; keep them inside the pitch. The goalkeeper tracks the ball vertically across the mouth of its goal, uses walking/idle animation, and deflects nearby shots with a strong bounce. The defining mechanic is time-freeze shooting. During live play, the ball rolls/bounces with gravity, ground friction, wall rebounds, and goal detection; it can bounce off the touchlines and the areas outside the goal mouth. When an outfield player touches/captures the ball, stop normal play and enter a frozen aiming state: all field players stand still, the ball stops at the player’s feet, and a yellow glowing circular possession ring appears beneath the holder. Give the holder a limited six-second possession/aim window, shown by the ring shrinking. For a human-controlled team, display a bottom-center dark translucent banner saying “⏸ [team] — drag to aim, release to shoot!”. On pointer/touch/mouse drag, project the cursor onto the pitch, show a yellow directional arrow from the ball toward the drag direction, and on release shoot in that direction. Ignore tiny drags. Shot power should increase with drag length, with a minimum kick power and a capped maximum; add a small upward launch velocity so the ball can hop. The player’s individual power style modifies shot strength. After shooting, unfreeze play and hide the ring/arrow/banner. If the human lets the six seconds expire, automatically shoot in a random direction. In AI-vs-player mode, team 1 is the user’s team and team 2 is AI-controlled. AI outfield players chase/intercept the moving ball, advance when their side has possession, and have a supporting runner. When an AI player captures the ball, freeze play briefly, show a banner such as “[team] has it…”, then have the AI choose either a forward pass to a teammate or a shot toward a goal opening. In local 2v2 mode, both teams are human-controlled: label them “Player 1 team” and “Player 2 team” in the menu, and allow either team’s holder to use the drag-to-aim controls. Goals count when the ball crosses the left/right goal line within the goal width and below the crossbar. Play a short goal pause, show a bottom banner like “⚽ GOAL! [team] scores”, then reset players and ball for kickoff with the opposing team receiving. First team to reach five goals wins; enter a full-time state, show a banner such as “🏆 [team] WINS [score]–[score]!”, and return to the menu after a short delay. Play simple impact sounds for kicks, bounces, and goals if audio is available. Create a polished responsive HUD over the canvas. At the top center show a dark rounded score pill with colored dots and names/scores, for example “Brazil 0 – 0 Argentina”; at top left show a rounded match timer beginning at 0:00; at top right show a “Menu” button. At the bottom center show contextual yellow instructional/status banners. During play, show a small noninteractive style panel near the upper left identifying the user team and its two outfield styles, e.g. “Pace: very fast” and “Finisher/Power: strong shot.” Create a full-screen dark green menu before play with a large white/yellow “FREEZE KICK” title and subtitle explaining: “Touch the ball to freeze time — drag anywhere to aim, release to shoot. First to 5 wins.” Include buttons for “⚽ VS AI” and “🎮 Local 2v2”, with the selected button highlighted yellow. Provide selectable team chips for eight national teams—Brazil, Argentina, France, Germany, Spain, England, Portugal, and Japan—with colored swatches and distinct primary/secondary color combinations. In AI mode label the sections “Your team” and “Opponent (AI)”; in local mode use “Player 1 team” and “Player 2 team”. Prevent both sides from starting with the same team by changing the second selection if necessary. Include the visible checkbox options “Extra Time (30s)” (checked by default) and “Golden Goal” (unchecked by default), matching the original menu appearance; the central match rules remain first-to-five. Include a large yellow “KICK OFF” button and a “Loading players…” status while character assets load. Make controls touch-friendly and ensure the canvas has touch-action disabled so drag aiming works on mobile.”