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Goal Rush

  • 3d
  • sports
  • soccer
  • arcade
  • low-poly
  • timed
  • skill
0
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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. henry.tang.ress built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Goal Rush yet. Play it, then tell henry.tang.ress what you would add next.

Make your own game

Goal Rush was built by henry.tang.ress 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 Goal Rush 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 Goal Rush

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-playable Three.js low-poly arcade soccer game titled “Goal Rush.” Use a responsive fullscreen canvas with a bright sky-blue background and an overhead, angled perspective camera looking down the length of a rectangular soccer pitch. The camera should follow the player subtly: horizontal position eases toward the player, and depth position follows the player, while looking toward the forward half of the field.

The pitch is a 30-unit-wide by 46-unit-long green box, with a thin white perimeter, a white halfway line, and a white center circle. Use subtly different green field stripes across the two halves. Place the player near the bottom/south end at start, at approximately (x=0, z=13), and the ball ahead of them near midfield at (x=0, z=8). The player is a simple low-poly blue striker: a rounded capsule-like blue body with a small tan spherical head. The ball is a white sphere with several small black pentagonal-looking patches. At the far/north end, place a goal centered on the field: pale gray/white posts and crossbar, a faint translucent light-blue net, and a goal width of about 10 units. Put an orange rectangular goalkeeper in front of the goal; it continuously slides left and right across the goal mouth, reversing at the goal-width limits.

Core objective: score as many goals as possible before the 60-second match timer reaches zero. Award one point whenever the ball crosses the goal line into the goal opening. After a goal, briefly show “GOAL! Get back on it.” and then reset player, ball, and keeper to their starting positions. Missed/dead shots also reset play after a short delay, with the ball returned near midfield. A goalkeeper collision blocks an incoming shot, bounces the ball back toward the field with some sideways deflection, plays a block sound, and resets play shortly afterward. The ball should have velocity and friction, bounce off the left and right sidelines with reduced speed, and bounce off the back/south wall. Shots that travel beyond the goal/dead-ball area should reset. Keep the player constrained inside the pitch, from the side boundaries to the near playing limit, and prevent them from entering the goal-end area.

Controls: WASD or arrow keys move the player in four directions. Movement is direct, normalized diagonal movement at about 13 units/second, with the player rotating to face the movement direction. When the player is within about 2.6 units of the ball, holding Space begins charging a kick; charge increases from 0 to 100% at roughly 55% per second. Show the current charge as Power percentage. Releasing Space while still near the ball shoots it. The shot direction is based on the direction from player to ball, blended toward the forward goal direction, so shots naturally travel generally toward the far goal; shot speed ranges from about 18 at no charge to about 42 at full charge. If the player bumps into the ball, push it away physically and allow dribbling; bump sounds occur when not charging. Space should only initiate and release a kick when near the ball. Press R after game over to reset score and restart a fresh 60-second match.

HUD: place rounded dark translucent blue-gray panels in the upper-left. Show “Score: 0” (updated score), “Time: 60” counting down in whole seconds, and “Power: 0%” (updated kick charge). Beneath them show the instruction/status panel: normally “WASD to move • Hold Space to charge • Release to shoot”; while charging show “Release Space to shoot”; during a reset show “Resetting play...” and after a goal show the goal message. When time expires, stop gameplay and display a centered translucent overlay with “Final score: [score]”, while the status says “Match over — press R to restart.”

Use simple shadows, a hemisphere light, and a directional sun/light for the clean toy-like low-poly appearance. Add a sparse abstract crowd along both sidelines: rows of colorful upright rectangular low-poly blocks of varying heights, placed outside the pitch against the sky-blue background. Keep the style bright, geometric, and uncluttered, matching the visible scene: green field, white markings, blue player, white/black ball, orange keeper, gray goal, and multicolored block spectators. Add simple synth feedback if available: a kick tone, short ball-contact/sideline sounds, a block drum hit, and a two-note goal sound, without allowing audio to affect gameplay.

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