Appearance
Arcade › Gridiron Drive
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ryan Falconer built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Gridiron Drive yet. Play it, then tell Ryan Falconer what you would add next.
Gridiron Drive was built by Ryan Falconer 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.
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 arcade football game titled “Gridiron Drive.” Use a Three.js-style scene with a green American football field running along the depth axis, viewed from a high, slightly angled top-down third-person camera that follows the blue ball carrier as he moves upfield. The field is approximately 54 units wide and 120 units long, with white yard lines every 10 units, small white hash marks around midfield, dark navy home end zone at one end and red away end zone at the far end. Add yellow goalposts at both end zones and simple gray stadium bleachers/seating along both sidelines. Use soft shadows, a light blue sky/background, fog, and clean low-poly/stylized 3D visuals. At the start, place the Lakeshore ball carrier near the home side at the field position around z=-18, wearing/represented by a blue low-poly humanoid marker and carrying a small brown football. Place seven red defenders spread across the field ahead of him, each as a red low-poly humanoid/capsule marker that actively chases the carrier during a play. Place three blue receivers farther upfield, moving laterally and gradually forward; they are especially relevant during pass plays. If external character assets are available, use simple stylized soldier-like humanoid models for the carrier and defenders, but retain capsule/low-poly fallbacks so the game works without them. The core loop is drive management: initially show 1st & 10, score 0-0, and an inactive ball. The player must choose one of three play buttons: “Run Play,” “Pass Play,” or “Punt.” Run and pass activate the live play and then the player moves the ball carrier upfield using WASD or arrow keys; include a Space quick-burst control if supported by the movement system. The camera follows the carrier, and the objective is to reach the far end zone. While the play is active, defenders steer toward the carrier and can tackle him when they get close. A tackle ends the play, advances the down, reduces the remaining distance based on progress, and places the carrier back slightly behind the tackle point. When enough progress is made for the displayed distance, end the play and reset to 1st & 10 with a brief “First down!” message. For a pass play, animate receivers upfield; once the carrier passes the midfield/progress threshold (around z=5), close the pass window, hide the football, end the play, advance the down, reduce the distance substantially, and show “Pass window closed — incomplete.” Reaching the far end zone (around z=45) awards 7 points to Lakeshore, ends the game, and displays “TOUCHDOWN LAKESHORE!” Disable play buttons after a play begins and after game over. Punt should briefly start a punt, then end after roughly 650 ms, reset to 1st & 10 at the starting position, and show “Punt downed at the 22.” Build a fixed translucent dark navy HUD over the 3D view. At the top center, show a rounded scoreboard bar with LAKESHORE in blue on the left and its score below, REDWOOD in red on the right and its score below, a central gold “Q1 12:00” label, the current down-and-distance such as “1st & 10,” and a centered dash separator. At the bottom-left, show a rounded dark card titled “Gridiron Drive,” explanatory text that initially says “Choose a play, then move the ball carrier upfield,” and buttons: gold primary “Run Play,” pale “Pass Play,” pale “Punt,” and pink/red “Reset Drive.” Add a small transient dark rounded notification pill near the top below the scoreboard for events such as “Run play — hit the gap,” “Pass play — find a lane,” “Tackled — 2 down,” “First down!,” “Punt downed at the 22,” and the touchdown message. On desktop, show a bottom-right controls hint: “Controls / WASD / arrows: move / Space: quick burst / Reach the far end zone for a touchdown.” Hide that hint on narrow mobile screens. Use responsive sizing, touch-friendly buttons, and keep the game canvas full-screen behind the HUD.