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Goal Rush

  • 2d
  • sports
  • soccer
  • arcade
  • top-down
  • single-player
  • mobile-friendly
0
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1 play

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. jace.buscher 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 jace.buscher what you would add next.

Make your own game

Goal Rush was built by jace.buscher 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 responsive browser game titled “Goal Rush,” a simple top-down 2D soccer/football mini-game played on a full-screen canvas. Use a fixed overhead camera with the entire pitch visible; do not use scrolling or perspective. The background outside the pitch is dark blue, while the pitch is a rich green rectangle with eight alternating subtle vertical turf stripes. Scale the field responsively to the viewport: leave a margin around it, with a white outer boundary, a white halfway line, a white center circle and center spot, penalty boxes at both ends, and small rectangular goals extending just outside the left and right goal lines. Use clean, flat arcade graphics with thick white field markings, circular characters, soft oval shadows, rounded HUD panels, and no textures or 3D rendering.

The player is the blue team’s single controllable outfield character: a circular avatar around 18px radius, white outer body with a blue inner circle and the white number “10.” Start the player on the left half near midfield. The ball is a small white circle with a few tiny dark patches, initially at the center spot. The opposing red goalkeeper is a red circular avatar around 20px radius labeled “GK” in white, positioned on the right half near midfield and inside/near the right penalty area. The keeper is not directly controlled: it remains at a fixed horizontal position and continuously moves vertically toward the ball’s y-coordinate, limited by the pitch boundaries. Render subtle shadows beneath the player, keeper, and ball.

Core gameplay: move the blue number 10 with WASD or the arrow keys, including normalized diagonal movement, at a brisk arcade speed. Also provide touch-friendly on-screen controls: a four-button directional pad in the lower-left with up/left/down/right arrow icons, and a large circular orange “KICK” button in the lower-right. Holding the kick control or Space should kick only when the ball is within roughly 58px of the player, with a short cooldown of about 0.28 seconds. Kick the ball in the player’s current movement direction; if stationary, kick to the right toward the red goal. Give a kick substantial velocity (about 610px/s). The player can collide with and push the ball, while the ball has strong friction/deceleration and bounces off the top and bottom pitch boundaries and off the side boundaries when outside the goal opening. The goalkeeper collides with the ball and deflects it back left, with the deflection affected by the contact’s vertical offset.

Goals are scored when the ball crosses the left or right side through the central goal opening. A ball entering the left goal awards a point to RED; a ball entering the right goal awards a point to BLUE. Balls hitting a side outside the goal opening bounce back into play. After every goal, reset the player, keeper, and ball to their starting positions and show a brief message: “GOAL!” for a blue score or “THEY SCORED” for a red score. The game begins with a brief “KICK OFF!” message. Keep a 90-second countdown timer. End the game immediately if either team reaches 5 goals, or when the timer reaches zero; show “BLUE WINS!”, “RED WINS!”, or “FULL TIME!” for a tied score at time expiry. When the game ends, stop gameplay and show a centered orange “PLAY AGAIN” button that resets both scores and the timer to 90 seconds.

HUD: at the top center, show a dark translucent rounded pill with “BLUE,” a large score formatted like “0 — 0,” “RED,” and a timer formatted as minutes and two-digit seconds, initially “1:30.” Near the top below it, display temporary large bold status messages with a slight shadow and fade them after about one second. Along the bottom center show a dark rounded help pill reading exactly “Move: WASD / arrows · Kick: Space.” On desktop, the touch controls may be slightly translucent, but they remain visible; on mobile they should be prominent. Prevent page scrolling and support pointer/touch press-and-hold controls as well as keyboard input. Use a bold modern system sans-serif font and preserve the minimalist green, white, red, blue, orange, and dark-navy visual palette shown in the reference.

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