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Hoop Rush

  • 3d
  • basketball
  • arcade
  • sports
  • timed
  • 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. kw2839836 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Hoop Rush yet. Play it, then tell kw2839836 what you would add next.

Make your own game

Hoop Rush was built by kw2839836 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 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 Hoop 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 playable Three.js/WebGL arcade basketball game titled “Hoop Rush,” viewed from a fixed third-person/over-the-shoulder camera behind the shooter and aimed toward a hoop at the far end of a dark blue rectangular court. The scene should be clean, slightly stylized, and low-detail, with soft shadows, fog, and a dark navy background. Use a large rectangular court slab approximately 22 units wide by 32 units deep, with a subtle translucent blue court-surface/line overlay. Place the player’s basketball starting position near the front of the court, centered around x=0 and z=7.5, at about 1.65 units high. The player is not visibly modeled: represent the player primarily through the ball and camera position. Allow horizontal strafing along the near side of the court, clamped to x=-4.5..4.5. Put the hoop at the far end around z=-11.5: a dark slim vertical pole, a pale rectangular backboard, a darker target square, an orange-red torus rim with a faint translucent white cone-like net. Make the hoop sway subtly over time. The camera should sit high behind the ball, around y=6.4 and z=14, follow the player’s horizontal movement slightly, and look toward the court/hoop so the ball, rim, backboard, and floor shadows are visible.

Core gameplay is a 60-second quick-shot challenge. Display a basketball as an orange-brown sphere with dark seam rings and realistic shadowing. The ball starts resting in front of the camera. The player aims with mouse movement: horizontal screen position controls yaw in approximately -18°..+18°, and vertical mouse position controls launch pitch in approximately 28°..55° (with the default aim near 0° / 45°). Show the current yaw/pitch as an Aim readout. Hold the left mouse button to charge shot power from 0 to 100% over one second, visibly filling a horizontal gradient power bar from cyan through green/yellow to red; release to shoot. Launch the ball forward toward negative Z with speed based on power, using gravity around -22, and vertical velocity determined by the aim pitch. Add simple physics: gravity integration, floor bounce with moderate restitution and friction, backboard box collision, and approximate rim collision using small sphere colliders distributed around the rim. Spin the ball while moving. After it lands/stops or leaves bounds, return it to the player after a short delay. Press R to reset the ball if needed.

A shot is a made basket when the descending ball crosses a small invisible score volume just below the rim. Award +2 points for the first make, plus the current combo as an increasing bonus on consecutive makes (+2, then +3, then +4, etc.); increment combo after each make. Any miss resets combo to zero. Prevent a shot from scoring more than once. Keep the score and combo for the current timed run. When the countdown reaches zero, stop accepting shots and show a centered translucent dark overlay reading “Time!” with “Press Enter to play again.” Press Enter to reset score, combo, timer, and ball. Include gamepad support if possible: left stick strafes, right stick aims, RT charges and releases a shot, A/Cross performs a quick shot, and Start/Options restarts after game over.

Use a polished HUD over the canvas with translucent dark glass-like rounded panels and subtle blue borders. At the top-left show three pills labeled SCORE, COMBO, and TIME, with values such as 0, 0, and 57.7. Beneath them show wide POWER and AIM panels; Power contains the colored fill bar and Aim displays values like “0° / 45°.” At bottom-left show a help panel: “A/D strafe • Mouse aim • Hold/Release shoot • R reset • Z score zone • Gamepad sticks/RT” plus a smaller “Click anywhere to enable audio.” Add responsive resizing and cap device pixel ratio around 2. Use simple Tone.js synth sound effects enabled after the first click/key press: a short synth note on shooting, a higher swish note on scoring, low percussive sounds for rim/floor impacts, and a low buzzer when time ends. Include Z as a developer/debug control that toggles a small cyan wireframe box showing the score volume. Keep the interface readable against the dark scene, with no visible player body and no extra game modes or invented features.

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