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Hoop Drive

  • basketball
  • sports
  • top-down
  • arcade
  • retro
  • 2-5-point
  • possession-based
  • single-player
0
Remix it Discord

70 plays ·added June 28, 2026

About Hoop Drive

Drive a retro top-down basketball game with passes, steals, rebounds, and shots that count by the painted arc. Misses bounce off the rim, players crash the glass, and every possession turns fast.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hoop Drive yet. Play it, then tell njdewitt13 what you would add next.

Make your own game

Hoop Drive was built by njdewitt13 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 Hoop 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 Hoop 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 retro top-down basketball arcade game with a fixed orthographic camera angled from above showing the full court. The perspective shows the court at roughly 45 degrees so both hoops, all court markings, and pixel-style crowd seats along the sidelines are visible.

**VISUAL STYLE & COURT:**
- Simple geometric low-poly art style using basic materials (no shadows, no post-processing, Raspberry Pi friendly)
- Orange hardwood court floor with bright blue painted key areas under each basket
- White line markings: full-length sidelines and baselines, center circle, free-throw lanes with semicircular tops, restricted area arcs under each basket, and three-point lines (curved arcs around each basket plus short straight corner-three segments)
- Two hoops positioned at x = -12.85 (left) and x = 12.85 (right): each hoop has a white rectangular backboard lying flat, a short white connector, an orange ring viewed from above, and a small white net center dot
- White rectangular backboard markers on the floor beneath each hoop for clarity from top-down view
- Pixel-style crowd: two rows of small rectangular boxes along top and bottom sidelines in alternating dark gray shades creating a retro stadium atmosphere
- Dark blue-gray background color outside the court

**PLAYERS:**
- Player-controlled point guard: cyan/light blue body with tan/peach head, positioned on the left side of court
- AI teammate wing: lighter cyan body with tan head, starts near player
- Three CPU defenders: pink/red bodies with tan heads, positioned on the right side
- All characters are simple geometric shapes: rectangular body, square head, circular ground shadow
- Ball is orange sphere that follows the carrier, positioned slightly in front and bobbing gently

**GAMEPLAY & MECHANICS:**
- Control the point guard with WASD/arrow keys to move freely around the court (clamped to court boundaries)
- Space or J to shoot, K to pass between player and teammate (or attempt steal on defense, or secure rebound on loose balls)
- Stamina system: drains when moving (10/sec), recovers when stationary (12/sec), affects shot percentage and movement speed when low (<18%)
- Basketball scoring rules: shots inside the painted three-point arc are worth 2 points, shots outside the arc (including corners) are worth 3 points
- Shot accuracy calculation based on distance to hoop, whether behind three-point line, defender proximity contest level, and shooter's stamina
  - Layups (< 2.2 units): ~86% base
  - Mid-range (2.2-4.1): ~71% base  
  - Long twos (4.1+): ~58% base
  - Three-pointers: ~47% base minus distance penalty
  - Contested shots (defender within 0.9-2.1 units) reduce percentage
  - Low stamina (<35%) reduces shot chance by 12%
- Missed shots bounce realistically off the rim with horizontal and vertical kick, becoming loose ball rebounds
- Rebound mechanic: ball arcs toward landing spot with multiple bounces (using sine wave), all players hustle toward it, closest player when ball lands (or K pressed within 1.5 units for player) secures possession
  - If AI teammate gets rebound, ball is tipped to controlled player at that spot (prevents AI drifting to midcourt)
- CPU possession: CPU ball-handler dribbles toward left hoop with weaving motion, shoots after 0.75-1.4 second timer
- Steal mechanic: press K when within 1.5 units of CPU ball-carrier for 55% chance to steal
- Pass mechanic: press K to switch ball between player-controlled point guard and AI teammate

**AI BEHAVIORS:**
- Teammate follows player with offset when player has ball, but attacks right hoop when teammate is ball-carrier (doesn't drift back to midcourt)
- Teammate hustles to rebound landing spots during loose balls
- Three CPU defenders mark player and teammate with spacing offsets when defending
- CPU defenders crash the boards, racing to rebound landing spots
- CPU ball-handler (defender 0) attacks left hoop with sinusoidal weaving motion when in possession

**SHOT ARCS & BALL PHYSICS:**
- Shot: ball travels in high parabolic arc from shooter to target hoop using sine wave for height (peaks at ~4.1 units), duration 0.62 seconds
- Rebound bounce: ball kicks off rim with realistic horizontal displacement and multiple diminishing bounces over 1.05 seconds
- Dribble: when carried, ball bobs gently beside carrier using sine wave

**GAME STRUCTURE:**
- Four quarters, each 60 seconds (displayed as Q1-Q4 with MM:SS countdown)
- Possession alternates: player team starts Q1 and Q3, CPU starts Q2 and Q4
- After made basket, possession goes to opposing team
- Game over after Q4, winner determined by score

**HUD (retro pixel font):**
- Top left: Quarter and time (e.g., "Q1 1:00")
- Top center: Score display "YOU [score] - [score] CPU"
- Top right: Stamina meter "STAM [0-100]"
- Center top: Context messages (shot percentage readouts like "Two-point shot — 71%", "Bucket! +2", "CPU ball. Stay in front and tap steal.", "Board secured! Push the pace.", etc.) that appear for 0.5-2.2 seconds
- Yellow START GAME button at screen center before game begins, changes to PLAY AGAIN after final buzzer
- Bottom right: Control tips showing keyboard controls (WASD/arrows, J/space shoot, K pass/steal/rebound, R restart)
- Bottom corners on mobile: D-pad (left) and action buttons for SHOOT and PASS/STEAL (right)

**CAMERA:**
- Orthographic camera positioned at (0, 18, 18) looking at court center
- Framed to show full court width (28 units) including both hoops, crowd, and all markings
- No camera movement or shake effects

**ADDITIONAL DETAILS:**
- All characters rotate to face their target hoop (player team faces right toward x=13, CPU faces left toward x=-13)
- Possession states: 'you' (player team), 'cpu' (opponent), 'loose' (rebound in progress)
- Carrier indicator: ball visually follows current carrier
- R key restarts game at any time
- Shot and rebound messages include gameplay context: "Three ball — 47%", "Rim bounce! Fight for the rebound!", "Teammate tips the board to you!", etc.
- Performance-optimized: capped pixel ratio, basic materials, low poly count, minimal objects

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