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Gridiron Rush

  • 3d
  • sports
  • american-football
  • arcade
  • third-person
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. bjmont31 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Gridiron Rush yet. Play it, then tell bjmont31 what you would add next.

Make your own game

Gridiron Rush was built by bjmont31 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 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 Gridiron 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 browser-based 3D arcade American-football game titled “Gridiron Rush,” played in a compact stadium from a third-person, behind-the-player camera. The camera should follow the controlled ball carrier at a low, slightly elevated angle, with a bright blue sky background and light atmospheric fog. Use a stylized low-poly/blocky look with simple colorful football players, strong directional sunlight, soft shadows, and optional Kenney-style mini-arena props: repeating tan/brown sideline border pieces, small bleacher/stair structures outside both sidelines, and banners around the end zones. If external character assets are unavailable, use simple fallback players made from primitives: colored capsule torso, spherical helmet, white visor, white cylindrical legs, and white shoulder pads. The player wears blue (approximately #4fa5ff), defenders wear red/coral (#ff6156), and receivers wear yellow/gold (#ffd457). Attach a small brown football to the player while running, with white stripes; during a pass, animate a separate football through the air.

Build a green rectangular turf field approximately 24 units wide and 68 units long, with a darker green base around it. Add white yard lines every 4 units from z=-28 through z=28, thicker lines every 8 units, hash marks near both sides of the field, and large white yard numbers 10 and 20 on each sideline. Put a blue far end zone at the north/positive-z end and a dark red end zone at the south/negative-z end. Place yellow goalposts at both ends, each with a vertical pole, horizontal crossbar, and two raised uprights. Keep the player bounded to about x=-11.3..11.3 and z=-31.7..31.7.

The core loop is a football drive. Start the player at x=0, y≈0.15, z=24, with the line of scrimmage at z=24 and the first-down target 10 yards farther toward the far end zone at z=14. The goal is to evade defenders, reach successive first-down markers, and carry the ball into the far end zone at z=-28. A touchdown awards 7 points and 1 TD, then resets to a fresh drive at the 20 (z=24). Display a blue line-of-scrimmage marker and a gold first-down marker as horizontal lines across the field; move them as the drive advances.

Control the player with WASD or the left virtual thumbstick using third-person movement; support sprinting with Shift. The player should face the direction of movement. Add a Pass button on the lower right and allow the E key to pass. Include three offensive receivers that automatically run routes from the line of scrimmage: one starts near x=-7.2 and cuts toward x=-2.5 at about 12 yards depth, one starts near x=0.2 and runs mostly straight about 16 yards, and one starts near x=7.1 and runs toward x=8.3 at about 10 yards depth. Give them slight sinusoidal route wobble. Select the most open active receiver based on distance from the nearest defender, forward progress, and sideline position, and show a gold ring marker beneath the selected receiver while a pass is available. Pressing Pass/E launches a visible ball on a curved, elevated arc to that receiver, hides the carried ball, and temporarily disables the target marker. The pass should take roughly 0.42–0.72 seconds depending on distance. Usually complete if defenders are more than about 2.35 units away, with a small chance of failure; on completion hide the receivers, move the player to the catch point, restore the carried ball, and display “Complete! Run after the catch.” On an incompletion, advance the down and reset the play at the current spot.

Spawn six red defenders in staggered lanes near the line of scrimmage, initially spread around x=-7.5, -4.2, -1.3, 1.5, 4.3, and 7.6, with small randomized offsets and varying speeds around 4.2–4.8. They should idle/walk with subtle motion when far away, then pursue the player when within 16 units, accelerating slightly after the player crosses the first-down target. If a defender comes within about 1.18 units, tackle the player. Going out of bounds also ends the play. A tackle or out-of-bounds event advances the down, stores the ball spot, repositions the player at that spot with a randomized lateral lane, resets defenders and receiver routes, and updates the markers. If the player reaches the first-down target, reset to first down, move the line of scrimmage to the current position, set a new 10-yard target, and reset the play. If the player reaches the end zone, score and reset the drive. On fourth down failure, count a turnover and start a fresh drive at the 20. The HUD should reflect this state clearly.

Create a fixed translucent dark HUD overlay. At the top center show a rounded scoreboard with a small football icon and the title “GRIDIRON RUSH,” then a large line such as “0 points • 0 TD • 0 TO,” a drive line such as “1st & 10 • Ball on the 20,” and a live event message such as “Beat the defenders and hit the far end zone.” In the lower left show a rounded “HOW TO PLAY” card explaining: “Move with WASD or the left thumbstick. Sprint with Shift. Stay on bounds, reach the first-down marker, and punch it into the end zone.” Include the pass instruction too: “Press E or PASS to throw to the open receiver, then run after the catch.” Put a blue Pass button above a dark Reset drive button at lower right; Reset drive returns the score/drive position to a fresh drive state as implemented, while preserving the displayed scoring totals unless the game’s reset behavior explicitly resets them. Use responsive sizing, safe-area margins, rounded corners, white text, muted teal secondary text, and orange/gold accent labels.

Include simple Web Audio feedback after user interaction: low impact tones for tackles, ascending tones for passes/catches/first downs, descending tones for incompletions, and a short ascending touchdown fanfare. Animate player, receiver, and defender idle/walk/sprint states when character animations are available, but retain the primitive fallback visuals. Keep the experience as one continuously playable drive-based field game with no menus or extra game modes.

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