Arcade › Head League
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Create a polished 2D browser game titled “HEAD LEAGUE,” an arcade one-on-one head-soccer game with a strong Arabic-first presentation. Use a responsive full-screen canvas for the match and HTML/CSS overlay menus. The visual language is dark navy and cinematic: nearly black-blue background, rounded cards with thin blue-violet borders, large gold headings, pale blue secondary text, and bright rounded buttons in gold, cyan, purple, and navy. The interface should support right-to-left Arabic text, with English title labels such as HEAD LEAGUE and optional English commentary/settings. Main menu: show the title HEAD LEAGUE, Arabic subtitle meaning “A player’s journey from the street to the World Cup,” and explain that matches are 1v1 for 90 seconds: jump, shoot low or high, and use skills. Display persistent career stats for rating, goals, and coins (the starting values shown by the game are rating 55, goals 0, coins 120). Provide prominent buttons for Direct Play, single-player World Cup, New Modes, Career, Characters, Daily Wheel, and Settings. Include a hint that TV/controller users can press Enter or A to start and that arrow keys move. The supplied visual shows a top HUD with a 90-second timer, a 0–0 score, and a stadium/team label, plus large circular touch controls along the bottom; reproduce this mobile-friendly control style. Core match: present a side-view 2D football pitch with a ground line, two goals at opposite edges, solid goal frames/posts/crossbars and a goal trigger/net area. The player and AI opponent are large stylized head-soccer characters with simple illustrated bodies, heads, legs, and distinctive colors; the ball is a physics object. Use gravity, jumping, horizontal movement, collisions, continuous ball collision detection, grounded state, jump count, stamina, facing direction, kick timers, stun, and charged shots. The opponent is AI-controlled and should move, jump, approach the ball, and kick. The player can run left/right, jump, and strike the ball with low or high shots. Touch controls should include left and right arrow buttons plus circular Arabic action buttons for “skill,” “ground,” “high,” and “shoot” (the visible menu artwork shows these at the bottom). Keyboard controls must include arrow movement and the Z/X/C/Space action scheme shown in the artwork; make the mapping clear in an in-game hint. Goals trigger crowd/audio/goal effects, commentary, score updates, net wave/shake, and a short reset/kickoff pause. Run ordinary matches for 90 seconds, then show a final score, match rating, XP, coach trust, and fan morale. Use a colorful procedural/vector-like stadium rather than external character art. Stadiums are selectable/rotating themed arenas with distinct palettes and names including Street Stadium, Club Stadium, Olympic Stadium, Desert Stadium, Ice Stadium, Space Stadium, Volcanic Stadium, Harbor Stadium, Forest Stadium, Neon Stadium, Popular Stadium, Castle Stadium, and Cloud Stadium. Each should alter the sky, stands, grass, crowd colors, flag, ball color, and crowd chant while retaining the same side-view gameplay. Add simple crowd silhouettes/stands, stadium atmosphere, camera tracking horizontally across the pitch, celebratory crowd reactions, screen shake, flashes, particles, and confetti where the actual match result calls for them. Audio and commentary are a major feature. Include crowd ambience, whistles, kick/impact and goal sounds, chants that vary by stadium, and event commentary on receives, shots, misses, saves, and goals. Support Arabic dialect commentator choices (Iraqi default, Egyptian, Saudi, Syrian, Moroccan), English commentary, automatic Arabic mode, and an option to upload an MP3 commentary file for events. Provide a Settings screen with those choices and a back button. Audio should gracefully fail or work offline; persist settings and progress locally. Add a persistent career/meta-game around direct matches. The player has a club, league, season, rating, goals, coins, fans, XP, coach trust, fan morale, match count, shots, cards, national team identity, national-team call-up state, and achievements/badges. Include Arabic panels for Career, player profile (name, shirt number, nationality), league standings/leaderboard, tournaments, daily challenge, skill tree, and transfer offers. The skill tree has four upgradeable attributes: shot power, running speed, jump power, and ball control, capped at 20 levels and purchased with development points. The daily wheel can be claimed once per day for a random coin reward; the daily challenge includes “score one goal” with progress and a coin reward. Show tournament progression from local league to cup and national/world competition, with standings and season-end awards such as Golden Boot and Best Player. Save/load all meaningful progression in localStorage under a Head League save. Character gallery/shop: provide a scrollable gallery of many named unlockable characters. The game’s catalog includes a free Rookie plus rare/legendary characters such as Rocket, Goliath, Ice Lord, Ghost, Fire Dragon, Pharaoh Expander, Iron Wall, Rubber Boy, Lightning, Wizard, Mask, King, Inventor, Shark, Warrior, Clone Maker, General, Knight, Emperor, Ninja, Storm, Titan, Phoenix, Captain, Striker, Playmaker, Goalkeeper, Veteran, Speedster, and a Lamine Spain character. Each card has a color, price in coins (free for Rookie, varying costs for others), preview/use buttons, and stats for speed, shot, jump, skill, defense, and acceleration. The selected character changes scale and gameplay parameters; show each character’s ability description, such as rocket shots, slowing the opponent, a huge jump, curved shots, temporary protection, or other clearly labeled one-match/situational skills. Persist purchases and equipped character. Include “New Modes” with selectable special modes actually represented in the game: glass-futsal arenas, festival arena, giant/heavy ball, shooting-machine drill, and infinite/rally touch challenge. Include the relevant rule changes (glass/futsal presentation, heavy ball, drill target/shooting focus, or rally/touch scoring) without replacing the core controls. The game also supports match rules such as normal match, golden goal in the final 10 seconds, fast ball, and doubled crowd. World Cup mode: offer a dedicated single-player World Cup flow with setup, team selection from a large list of national teams, captain/player selection, host/stadium selection, and a fixed Egyptian commentator. The setup displays team strength, captain name/number, flag, and a character preview. World Cup matches are shorter (the UI states 30 seconds), use five special stadium palettes, national chants, tournament progression from group stage through knockout rounds and final, fan morale, and a next-opponent panel. Also provide World Cup hub buttons for tournament matches, a golden-goal match, and free training. When the player wins the tournament, show a trophy/champion screen with the selected nation, gold star, fireworks/confetti/celebration language, +500 coins and +1000 XP, then return to the career flow. Implement responsive scaling for portrait mobile and landscape/desktop, large touch targets, pointer/touch handling that does not accidentally activate underlying buttons, keyboard/gamepad-friendly focus navigation, pause/settings behavior, resize/orientation handling, and clear end-of-match/menu transitions. Keep the tone energetic and celebratory, but preserve the actual simple readable gameplay: two characters, one ball, two goals, a timer, a score, and skillful jumping/shooting.