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Hoop Rewards

  • 3d
  • basketball
  • arcade
  • sports
  • mobile
  • reward-loop
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. Braxton Stewart built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hoop Rewards yet. Play it, then tell Braxton Stewart what you would add next.

Make your own game

Hoop Rewards was built by Braxton Stewart 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 Rewards 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 Rewards

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 portrait-friendly, touch-first 3D arcade basketball game titled “Hoop Rewards.” Use Three.js-style low-poly/blocky 3D visuals and a fixed third-person camera looking down an orange outdoor basketball court toward a hoop. The scene has a pale blue sky-colored background with light fog, soft bright lighting and shadows, a rectangular orange court with white boundary/free-throw/center lines, a blue painted key near the hoop, and a white backboard on a dark blue pole. The hoop has a bright orange rim and a simple hanging white net. Include a small colorful arcade basketball prop at the right side of the hoop. Place a blocky basketball player in a blue rookie uniform near the foreground, holding an orange basketball with visible dark curved stripes; use a blocky character model when available, with a simple placeholder body/head otherwise. The initial camera framing should resemble a mobile portrait screenshot: hoop centered in the upper-middle, player toward the lower-right/foreground, and the court extending toward the viewer.

Core gameplay is a repeatable basketball shot loop. The player aims by dragging on a large translucent rounded aim pad at the bottom of the screen: horizontal drag controls left/right aim and upward drag increases shot power. Display the current aim as “Aim LEFT,” “Aim CENTER,” or “Aim RIGHT” and show power as a percentage. Release the drag to shoot. The shot should first make the player step backward over about 0.82 seconds while the camera smoothly zooms farther out, then briefly animate a throwing pose and launch the ball with physics. Apply gravity to the ball’s 3D trajectory; it can score when descending through the rim target, otherwise it falls and counts as a miss. After a made shot or miss, reset the player and ball for another attempt. Also support Space or Enter to shoot, and WASD/arrow keys to adjust horizontal aim and power.

On a made shot, show a prominent “SWISH!” feedback message, play a short score sound, increase score and coins, increase the streak, and grant a temporary next-shot boost multiplier. The base rewards should visibly feed the HUD: made-shot score is 100 plus a streak-based bonus (with an extra Fire outfit bonus), coins are based on streak, and boost increases with streak but is consumed/reset when the next shot is launched. Spawn a burst of small glowing gold and cyan reward particles around the hoop. Each made shot creates a reward chest on the court at one of several alternating side/foreground slots, adds a small immediate coin bonus, and opens a centered choice panel with three buttons: “Money,” “Boost,” and “Mystery.” Money grants coins and score, Boost increases the multiplier and some coins, and Mystery randomly grants a jackpot of coins, a large score bonus, or boost plus streak. Show the chest briefly floating/bobbing with a fading translucent light beam. Keep chest counters and pending chest choices so the player can open them one at a time.

Chest tiers should be visible in the world and reflected in feedback. Normal shots usually create Silver chests. Streaks can rarely produce Emerald or Diamond chests, with stronger tint/glow, larger scale, brighter beams, and larger reward multipliers. Every third made shot triggers a special Dunk Reward instead of immediately resetting: increment the dunk counter, grant a large coin and score reward, spawn a Gold chest (with a chance for an even stronger Legendary chest), emit extra reward particles, and show a golden aura at the rim with a rotating gold ring and floating gold crown. Animate the player flying toward the hoop for a short slam/dunk sequence, then return to the normal shooting position. Gold and Legendary chests should have the largest models/beams and reward multipliers. Keep the rules and progression simple and arcade-like; there is no opponent, timer, lives system, or level progression shown.

Add a compact outfit selector card at lower left above the shooting controls with three buttons: Blue/Rookie, Fire, and Gold. Rookie Blue is balanced. Fire Shooter changes the uniform to red/orange with warm emissive accents and adds a hot-streak score/boost bonus. Gold Champ changes the uniform to gold with dark trim and grants an extra 25% coin bonus on rewards. Update the player’s jersey, shorts, trim/headband/shoes or model tint when selected and show the selected outfit label and a short equipped message.

HUD styling should be bold white text with shadows over dark translucent rounded cards. At the top left show “Score” and “Streak xN.” At the top right show “Coins,” “Boost” (or “Boost ready”), “Dunks,” “Chests” including unopened count when applicable, and “Rare.” Near the top/center show temporary messages such as “Drag to aim, release to shoot!”, “He steps back... camera zooming out!”, “Shot is up!”, “SWISH!”, miss guidance, chest rewards, and dunk rewards. Along the bottom center place a thin rounded gradient power bar that runs cyan through yellow to red, then the large translucent rounded aim pad, followed by the hint “Rare Emerald, Diamond, and Legendary chests can drop from streaks and dunks.” Make the interface responsive to portrait mobile screens, disable page scrolling, and allow pointer/touch interaction on the aim pad and reward/outfit buttons.

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