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Gridiron Dash

  • 2d
  • arcade
  • football
  • sports
  • touch
  • handheld
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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. jamus.hall1l built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Gridiron Dash was built by jamus.hall1l 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 Gridiron Dash 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 Gridiron Dash

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 2D canvas arcade American-football game titled “Gridiron Dash.” Use a fixed full-screen game area (maximum width around 1200px) with a dark navy background and a simplified top-down field spanning almost the entire width: green playing area from roughly y=19% to y=87%, red end zones at both ends, white vertical yard lines every 5 yards, brighter lines and yard numbers every 10 yards, and labels DASHERS and COMETS near the end zones. Show a gold line of scrimmage and a white first-down marker, with small LOS and 1ST labels above the field. Use a bold, playful handheld-sports aesthetic: flat colors, heavy near-black outlines/shadows, cream text, red/gold/blue UI, and simple blocky football players made from a rectangular jersey, rectangular helmet with facemask, white legs, and a soft oval shadow. Draw a small brown oval football with a light seam.

The game is a football drive where the player controls the DASHERS against the COMETS. Start with a centered cream modal overlay dimming the field. The panel has a thick black border, rounded corners and a heavy black bottom shadow; show a large red “GRIDIRON DASH” heading with black offset shadow, explanatory copy about playing a full-field arcade football drive, a gold KICK OFF button, and a small keyboard-help line: Space pass, R run, A/D steer, J juke, K kick, P punt, T tackle. Clicking KICK OFF starts at Q1, 15:00, Dashers ball at the 20, 1st & 10, with a 25-second play clock.

At the top overlay HUD, display “DASHERS 0 — 0 COMETS” on the left and a dynamic status on the right such as “Q1 · 1ST & 10 · BALL 20 · 15:00 · PLAY 25.” Use bold cream text with a dark shadow. Near the bottom center show a small translucent hint panel explaining that passing can be aimed by dragging, running can be steered with A/D or dragging, and defense requires moving to and tackling the runner. Put a small bottom help line mentioning whole field, multiple receivers, play clock, punts, kicks, and defense.

On each Dashers offensive play, place the quarterback just left of the ball at the current spot, three receivers farther upfield on separate horizontal lanes, and several blue/gray defenders distributed downfield. The receivers move toward the opponent end zone with slight sinusoidal vertical motion and stop around 22 yards beyond the current ball spot. While the play is ready, render a dashed gold aiming line toward a middle receiver and allow vertical aiming via mouse/touch drag on the field or W/S/up/down. Provide bottom action buttons: RUN (blue), JUKE (dark blue), KICK (brown), PUNT (purple), and PASS (red), with thick dark styling, shadows, and touch-friendly sizing. RUN, KICK, PUNT, and PASS are available before a play begins; JUKE only appears/activates during a run.

Passing: clicking PASS or pressing Space launches the ball in a visible arcing half-second trajectory toward whichever receiver best matches the current vertical aim. The ball should visibly travel above the field line, defenders should move while it is airborne, and the pass succeeds if the ball arrives near the target and no defender intercepts it. On a successful catch, turn the receiver into the controlled runner and show “CATCH! RUN TO THE MARKER.” On an incomplete pass, advance the down and show an INCOMPLETE result; on fourth down, turn the ball over. A pass can also be intercepted when a defender is close at arrival, resulting in the same possession change behavior.

Running: pressing RUN or R creates a ball carrier starting near the quarterback. The runner automatically accelerates toward the opponent end zone while the player steers vertically with W/S or arrow keys, horizontally with A/D or left/right, or by dragging on the canvas. Keep the runner within the field’s vertical bounds. Downfield defenders chase the carrier; contact tackles him at the current yard spot unless a temporary juke invulnerability is active. Pressing JUKE or J gives a brief burst, adds speed, and displays a gold ring around the runner while invulnerable; prevent repeated jukes during the brief cooldown. If the runner reaches the sideline, stop the play as out of bounds. Reaching the first-down marker resets to 1st & 10 and advances the line to gain; reaching the far end zone scores a touchdown worth 7 points.

Include special teams before each offensive play. KICK attempts a field goal: it is only possible/effective when the remaining distance is 55 yards or less, and a successful attempt has a randomized chance around 78%; on success add 3 points and give the Comets the ball at their 20, otherwise change possession. PUNT sends the ball 34–46 yards randomly, places the Comets at the corresponding returned spot, and changes possession. Show a result modal after major play endings with a title, explanatory text, and NEXT PLAY button. Result states include FIRST DOWN!, BALL DOWN, INCOMPLETE, FIELD GOAL!, PUNT, TOUCHDOWN!, TURNOVER ON DOWNS, and CHANGE OF POSSESSION. Continue with NEXT PLAY to reset the next Dashers play or begin Comets defense.

When the Comets have possession, enter a defensive minigame rather than another offensive sequence. Spawn a red Comets runner around the 80-yard line moving left toward the Dashers end zone, with a brown ball, and a gold/blue Dashers defender behind it. Show “DEFENSE: CLOSE THE GAP.” Hide the offensive controls and provide TACKLE (green) and SPRINT (blue) buttons. Move the defender vertically with W/S or up/down, allow dragging on the field, and let SPRINT temporarily increase horizontal pursuit speed. Clicking TACKLE or pressing T checks whether the defender is close enough; if successful show TACKLE!, set Dashers possession at the tackle spot, and reset to 1st & 10. If the Comets runner reaches the far left end zone, award the Comets 7 points and return the ball to the Dashers at their 20.

Implement football rules shown by the HUD: maintain score, quarter, game clock, play clock, down, yards to go, ball spot, line of scrimmage, first-down marker, possession, and play result. The game clock counts down from 15 minutes; when it expires advance quarters, and after Q4 show a FINAL modal with the score. A ready-play clock counts down from 25; when it expires apply a five-yard delay-of-game penalty. Keep the interface responsive for mouse, touch, and keyboard, with canvas rendering scaled to the viewport and controls laid out along the lower edge.

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