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Goalbound

  • 3d
  • sports
  • soccer
  • arcade
  • third-person
  • mobile
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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. Khalid Isa K. AlKhalifa built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Goalbound yet. Play it, then tell Khalid Isa K. AlKhalifa what you would add next.

Make your own game

Goalbound was built by Khalid Isa K. AlKhalifa 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 Goalbound 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 Goalbound

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 third-person arcade soccer game titled “Goalbound.” Use a bright, simple low-poly/stylized Three.js-like presentation with a sky-blue background and light atmospheric fog, strong soft shadows, and a slightly elevated trailing camera that follows the player and looks toward them. The playable arena is a rectangular green soccer pitch approximately 34 units wide by 24 units deep, with thin white field stripes running across it, a white center line, and a white torus center circle. Surround the field with tall, solid royal-blue boundary walls on all four sides. Place goals centered against the two short ends: a blue goal at the far/north end and an orange goal at the opposite/south end, each made from white posts/crossbar and a translucent colored rectangular net (light blue for the blue goal, pale orange for the orange goal).

The player is a simple blue capsule-shaped character with a rounded blue body and a small peach-colored spherical head, controlled in third person. Allow WASD or arrow keys to run, Space to jump, and support a mobile virtual joystick for movement plus a jump button. Allow the camera to be rotated by dragging on the right side on touch devices, while maintaining the trailing third-person view. The player starts near the south half of the pitch. Add a white soccer ball with a few dark polygonal patch marks, initially near the center, with gravity, bouncing, rolling/friction, and velocity-based rotation. The player can kick/shoot only when close to the ball (within roughly 2.2 units): pressing E, Enter, or the on-screen orange KICK button applies a strong impulse away from the player, with a small upward lift. When the moving player is very close to the ball, gently nudge the ball in the movement direction so it remains interactive without automatic stealing of control.

Make the ball collide softly with the arena bounds: bounce off the side walls and non-goal portions of the end walls. If the ball crosses into the opening of the north goal (within about 3.2 units of the center), award the blue side a point; if it enters the south goal opening, award the orange side a point. After a goal, briefly show a large center-screen “GOAL!” for a blue score or “OWN GOAL!” for an orange score, reset the ball to the center area, and continue play. There is no opposing player or goalkeeper and no lives, timer, ammo, or win screen.

Add a fixed HUD over the scene: a dark navy rounded rectangular scoreboard at the top center with a mint/green border showing “0 - 0” and updating the two scores; beneath it display the desktop instruction text “WASD / arrows to run · Space to jump · KICK to shoot.” On mobile, replace that hint with “Left stick: move • Drag right side: look.” Put a translucent circular movement joystick at bottom-left, a blue circular JUMP button near bottom-right, and a large orange circular KICK button at the bottom-right with white outline, white “KICK” label, and darker orange pressed/depth shadow. Use white HUD text with subtle black shadowing. Include a small “DRAG TO LOOK” hint on desktop near the lower right. Keep the overall look colorful, uncluttered, and toy-like: green field, blue walls and player, orange obstacle/goal accents, white markings, and directional sunlight casting visible character, ball, and platform shadows.

Add three raised rectangular stepping/platform obstacles on the pitch: an orange block on the left/far side, an orange block on the right side raised slightly higher, and a blue rectangular block near the center. They should be solid, simple box geometry and visually interrupt the field but remain part of the open playable arena. Keep the camera, HUD, physics, score logic, keyboard controls, touch controls, goal reset, and basic lighting faithful to this description.

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