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Futsal in 30 Minutes

  • 3d
  • sports
  • futsal
  • soccer
  • arcade
  • mobile
  • third-person
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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. Renzo Chirinos built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Futsal in 30 Minutes yet. Play it, then tell Renzo Chirinos what you would add next.

Make your own game

Futsal in 30 Minutes was built by Renzo Chirinos 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 Futsal in 30 Minutes 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 Futsal in 30 Minutes

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 browser-based 3D futsal match titled “Futsal in 30 Minutes.” Use Three.js or an equivalent real-time 3D engine with a full-screen canvas, an elevated third-person camera positioned behind and above the currently controlled blue player, smoothly following that player and looking slightly ahead. The scene should have a dark navy arena background with fog, strong cool-white directional lighting, colored blue/orange fill lights, shadows, and a simple low-poly/blocky character aesthetic.

Build a rectangular indoor futsal court, approximately 18 units wide by 30 units long, with a dark green floor, thin white halfway line, large white center circle, and white penalty-box markings near both ends. Surround it with dark blue-gray walls. Place a simple goal at each end: pale blue goal structure at the blue end and pale orange structure at the orange end, with posts/crossbars and a faint transparent wireframe net. Add sparse, simple block-like spectator/stand elements along the ends of the arena.

Create two teams of five blocky humanoid players using a blocky character model style. Blue team players wear blue-colored kits; orange team players wear orange-colored kits. Each side has a goalkeeper, two defenders/midfield roles, and a forward, positioned in basic formations on their own half. Give players idle, walk, and sprint animation states if the chosen character assets support them, with visible cast shadows. The controlled player starts as the central blue forward. Place a small white soccer ball on the center spot, with simple gravity, bouncing, friction, horizontal wall rebounds, and movement based on kicks.

The core loop is a timed match lasting 120 seconds, displayed as 02:00 at kickoff. The player directly controls the currently selected blue player, moving with WASD or arrow keys on desktop and with a virtual joystick on touch devices. Shift, or the on-screen SPRINT hold button, increases movement speed. When close to the ball, the controlled player can carry/guide it while moving. Provide on-screen touch buttons labeled PASS, SHOOT, SPRINT, and SWITCH. PASS kicks toward the nearest other blue teammate; SHOOT kicks toward the opponent’s goal with greater power; SWITCH changes control to the nearest other blue player relative to the ball. Show brief status messages such as KICK-OFF, PASS, SHOT, PLAYER 1, BLUE GOAL!, and ORANGE GOAL! after relevant events.

Implement simple AI for every non-controlled player. Teammates and opponents should move toward the ball when they are the nearest player on their team, otherwise adjust around home formation positions based on the ball. Goalkeepers should track the ball laterally near their own goal. Orange AI players can take possession and kick toward the blue goal; nearby non-controlled blue players can become the controlled player. Keep all players inside the court boundaries. A goal is scored when the ball crosses the appropriate end line inside the goal width and below the goal height: blue scores at the orange end and orange scores at the blue end. After a goal, reset players to their starting formations and reset the ball for a kickoff. Balls that leave outside the goal opening should rebound back into play instead.

At the top center, add a translucent dark rounded scoreboard panel with the text “BLUE vs ORANGE,” a large blue score on the left and orange score on the right separated by a dash, and the remaining match time in light blue beneath it. At kickoff and after goals, show a centered status announcement below the scoreboard. On desktop, show a small translucent help panel in the upper-left explaining WASD/arrows to move and Shift to sprint; on coarse/touch screens hide that hint and instead show the translucent circular virtual joystick at bottom-left plus the four circular action buttons clustered at bottom-right. Use blue styling for SWITCH, red styling for SHOOT, and dark styling for PASS and SPRINT. When the timer reaches zero, stop gameplay, show FULL TIME, and reveal a prominent RESTART MATCH button; restarting resets the timer to 02:00, both scores to zero, player positions, ball, and kickoff state. Keep the presentation minimal and arcade-like: no menus, weapons, powerups, fouls, cards, or extra game modes beyond this single timed futsal match.

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