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Gridiron Drive

  • 3d
  • sports
  • american-football
  • arcade
  • top-down
  • passing
  • endless-drive
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. Ben Marrs built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Gridiron Drive yet. Play it, then tell Ben Marrs what you would add next.

Make your own game

Gridiron Drive was built by Ben Marrs 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 Drive 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 Drive

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 top-down 3D American-football passing and running game titled “Gridiron Drive.” Use an orthographic camera looking down at a long green rectangular football field, with subtle fog/lighting and a dark navy background outside the field. Mark the field with white horizontal yard lines and small white hash marks, a blue line of scrimmage, and a gold first-down marker. Include blue and red end zones at opposite ends. Keep the camera centered on the current play and gently follow the quarterback, ball, or ball carrier as the play progresses.

Represent players as stylized low-poly capsule-like football figures: blue offense with light helmets and red defense with dark helmets. Give each player a circular floating number badge above their head (visible examples include offensive numbers 12, 81, 88, 22 and defensive numbers 24, 31, 44, 21, 58, 26). Include a small brown football and soft oval shadows beneath players and the ball. Use simple idle body/helmet sway for a lively but minimal retro/arcade presentation.

The game is a drive challenge. Start in Q4 with a 45-second clock, player “Drive” score 0, “Defense” score 0, 1st & 10, ball at the 20-yard line, and zero plays. The offense begins with a quarterback behind the line of scrimmage and three receivers. On each snap, receivers run three visible route patterns: a left go route, a central post route, and a right out route. Before throwing, the player drags on the field to aim; show a white aiming line from the quarterback to the pointer location, constrain the target to the field and forward area, and throw when the pointer is released. The pass should travel as a visible arcing ball with gravity. The routes begin when the player starts interacting with the field, and route guides disappear after the throw.

During the pass, have six defenders provide basic coverage and a pass rush. Defenders move toward receivers, while an interior rusher initially waits briefly and then advances toward the quarterback. Resolve play outcomes from the actual ball position: a receiver catches when the airborne ball comes close at a low enough height, a defender can intercept it, and a ball hitting the turf or going out of bounds is incomplete. A defender reaching the quarterback causes a sack. Display a clear message for outcomes such as Ball in the air, Incomplete, Intercepted, or Sack.

After a catch, switch to ball-carrier mode. Give the player direct movement using WASD or arrow keys, with a mild automatic forward bias when no forward/back input is held. Also support a mobile virtual left joystick. Constrain the carrier laterally within the field. Defenders pursue and tackle when close. Support a speed burst while running with Shift on keyboard or a holdable circular mobile SPEED button; make the burst visibly faster. Show a glowing gold ring under the active ball carrier and keep the ball visibly attached above them. The carrier can be tackled, run out of bounds, or reach the far end zone for a touchdown worth 7 points.

Implement downs and distance accurately: after each non-touchdown play, calculate the gain from the line of scrimmage. Reaching the first-down marker resets to 1st down and updates the marker; otherwise advance the down and update yards to go. After fourth-down failure, award the defense 3 points and reset to a fresh drive at the offense’s own 20. An interception also awards the defense 3 points and starts a fresh drive. Consume several seconds from the Q4 clock according to the outcome (shorter for incomplete/out of bounds, longer for sacks, tackles, interceptions, and touchdowns), never below zero. Provide a “Next Play” action after dead plays and a “New Drive” action that resets down, distance, ball position, and play setup. Keyboard shortcuts: N advances to the next play when dead and R starts a new drive.

Create a translucent rounded dark HUD overlay. At the top, show pill-shaped score badges with a blue dot and “Drive 0” (or current score), a red dot and “Defense 0” (or current score), and “Q4 • 0:45” formatted as minutes and seconds. Below show pills for a gold-dot down-and-distance indicator, “Ball on” yard number, and “Plays” count. Include an instructional/message card explaining drag-to-throw and post-catch running; on smaller screens it may be hidden. Along the bottom show control instructions for Pass, Run, and Boost, plus rounded Next Play and New Drive buttons. On mobile, show a translucent circular joystick at bottom left, a circular SPEED control at bottom right only during running, and a centered drag-to-throw hint above the controls only during passing. Use responsive full-screen styling, system sans-serif text, rounded glassy panels, white/light-blue muted text, and blue, red, gold, and green accents. The overall look should match a clean retro arcade sports interface rather than a realistic broadcast simulation.

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