Skip to content

Arcade › Hoop Havoc

Hoop Havoc

  • 3d
  • local-multiplayer
  • arcade
  • basketball
  • brawler
  • sports
  • fighting
0
Remix it Discord

17 plays

How to play

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

Discussion

Nobody has said anything about Hoop Havoc yet. Play it, then tell Karter williams what you would add next.

Make your own game

Hoop Havoc was built by Karter williams 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 Havoc 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 Havoc

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.

Recreate “Hoop Havoc” as a local 1v1 3D arcade basketball-brawler in a browser. Use a fixed, elevated angled perspective that shows the entire rectangular half-court/arena, with a smooth camera that tracks the midpoint between the two fighters. The scene should have a dark navy/near-black background and fog, a broad brown wooden-looking rectangular court, bright pale center lines (one horizontal across the court and one vertical through center), and thick dark navy raised boundary walls on all four sides. Put a simple hoop at each short end: a pale rectangular backboard, orange circular rim, and a translucent cyan circular dunk/paint-zone marker on the floor just in front of it. Use clean low-poly/simple geometric 3D forms, soft shadows, bright team colors, and readable arcade presentation.

Players are two small stylized humanoid capsules with spherical heads and a dark glove: P1 starts on the left half as a red-bodied character and P2 starts on the right half as a blue-bodied character. They move around the court in the XZ plane, collide/separate from each other, and cannot leave the court. A small orange basketball spawns at the exact center. When a player touches the free ball, they become its carrier; while carried, it hovers slightly in front of the player and follows their facing direction. The carrier can either score a close dunk or release a charged shot. P1 scores at the right hoop and P2 scores at the left hoop. A dunk only works while carrying the ball and standing inside the cyan dunk zone, and awards 2 base points. For shooting, while carrying the ball, hold the left mouse button (or gamepad RT) to charge from a weak minimum force to a stronger maximum force, then release to launch the ball across the ground plane toward the mouse cursor’s world position (with slight random aim error), or toward the gamepad player’s facing/aim behavior. The free ball rolls with friction, bounces slightly from arena edges, and a shot scores when it passes through the small trigger area around either rim; the last player who touched it receives the points. If a shot comes to rest, show a dead-ball message, reset scoring multipliers, and return the ball to center after about two seconds. After every score, reset both fighters to their starting halves and return the ball to center.

The brawler layer must be active at the same time as ball play. A punch is a short-range attack with a cooldown that damages and knocks back the opponent; it has a high chance to force a ball fumble if the opponent is carrying. Successful hits build a combo if made within one second; each combo count adds 2 damage to later hits. A larger area-of-effect special attack costs 25 energy, has a cooldown, damages and strongly knocks back an opponent within its larger radius, and forces a carrier to fumble. Energy regenerates continuously, and every successful hit gives the attacker 5 energy. A dash costs 10 energy, has a cooldown, and applies an impulse in the current movement direction (or facing direction if stationary). Holding block reduces incoming damage by half and greatly reduces knockback, but prevents punching, special attacks, and dashing while held. Players have 100 HP; reaching zero ends the match by KO.

The match ends when a player reaches at least 5 points or KOs the opponent. Consecutive scores raise that scorer’s score multiplier, up to x5, and the multiplier returns to x1 if they do not score for five seconds; score values use the active multiplier, so the HUD should clearly show the current score and multiplier. Start a new match with all scores at zero, HP full, energy reset to a partially filled starting amount, combo zero, multipliers x1, players in their starting halves, and the ball at center. When the match ends, freeze gameplay, display a prominent centered translucent win banner such as “P1 wins by score!” or “P2 wins by KO!”, and tell the players to press R to restart.

Keyboard controls: P1 uses WASD to move, hold Left Shift to sprint or tap Left Shift to dash, hold L to block, F to punch, K for the energy AOE special, and G to dunk. P2 uses the arrow keys to move, hold Right Shift or Slash to sprint, tap Right Shift to dash, hold Right Ctrl or apostrophe to block, Enter to punch, Numpad0 for the AOE special, and Period or Right Ctrl for dunk. Shared restart is R. Also support two standard gamepads: each uses the left stick to move, LT to sprint, Y to dash, LB to block, RB or X to punch, B for special, A to dunk, and RT hold/release for charged shooting; Start restarts. Note that mouse left-button charged shooting is available when the current carrier is controlled through the mouse interaction.

Build a large fixed HUD over the top of the game. Place a red-outlined translucent panel at upper left labeled “P1 (Red)” with HP and EN horizontal bars, score, multiplier pill, and combo count. Place a blue-outlined matching panel at upper right labeled “P2 (Blue)” with the same information. Put a central translucent instruction/status panel between them showing “First to 5 points or KO.” and the keyboard/gamepad/mouse controls. HP uses a green-to-yellow-to-red gradient; energy is a cyan-to-blue gradient. Use white/light gray typography, rounded panels, subtle borders, and strong contrast. Show short status text for pickup, scoring, dead ball, and the win state. Add minimal synth feedback: a small tone for pickup and shooting, a punch/percussion sound for attacks, a chord-like sequence for scoring, and a low drum/impact sound for KO/win.

More free browser games

Browse the whole Arcade →