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Hoop Rush

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

Discussion

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Make your own game

Hoop Rush was built by Animex 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 3D browser game titled “Hoop Rush,” viewed from a fixed first-person/over-the-court perspective aimed straight at a basketball hoop. Use a dark navy background with subtle fog, a warm reddish-brown rectangular basketball court extending toward the camera and into the distance, a lighter orange painted key area near the hoop, and thin pale cream court boundary lines. The camera should sit around eye level behind the shooter, looking toward the hoop at the far end of the court, with a small white crosshair near the screen center.

Build the hoop assembly at the far end: a dark cylindrical vertical pole, a dark horizontal support arm, a semi-transparent pale blue/white rectangular backboard, a bright orange circular rim, and a simple white hanging net made from thin strands. Place an orange basketball in front of the player near the bottom-center of the court. Use simple low-poly/clean 3D geometry, soft shadows, ambient hemisphere lighting, a strong directional light, and a warm orange accent light around the hoop. The overall visual style is minimal arcade sports, with no characters visible.

The core game is a timed shooting challenge. The game begins from a start screen state with SCORE 0 and TIME 45, and a START button. Pressing START begins a 45-second round, resets the score and ball, and changes the button label to RESET. While the round is active, the player aims horizontally by dragging left or right on the 3D view; clamp the aim to a limited range. Show the ball starting at approximately (center, low height, near the player), and compute the shot target horizontally offset by the aim, at the hoop’s rim area. The player holds a large blue SHOOT button to charge the shot; display a white charge fill bar inside the button that grows over about 1.2 seconds and caps at full. On release, fire the ball along a ballistic arc toward the hoop, with shot strength based on the held charge duration. Also support Space as hold/release shoot and Enter to start a round after it has ended.

Animate the launched ball with gravity, forward movement, and visible rotation. A basket is awarded once per shot when the ball passes through the hoop region: detect it while the ball is around rim height, near the hoop depth, and sufficiently centered within the rim. Increment SCORE and a bucket counter on a successful shot. When a shot misses, or after it falls below the court, travels too far, or exceeds its lifetime, return the ball to its starting position so another shot can be taken. Prevent starting another shot while one is already in flight. The timer counts down in real time and is shown as a rounded-up integer; when it reaches zero, stop play, stop charging, show a centered TIME! message with “Final score: [score] • [buckets] buckets,” and change the button to PLAY AGAIN. Pressing PLAY AGAIN resets the round to 45 seconds and clears the score.

Overlay a fixed HUD over the 3D canvas. Put a dark translucent rounded panel with a subtle light border in the upper-left reading SCORE followed by a large yellow number, and a matching panel in the upper-right reading TIME followed by a large light-blue number. Place the crosshair around 48% down the screen. At the bottom center, show the instruction text “Drag left/right to aim • Hold SHOOT to charge • Release to fire.” Below it, place a yellow rounded START/RESET/PLAY AGAIN button and a larger cyan-blue rounded SHOOT button with a small horizontal charge bar. Ensure UI buttons support mouse and touch pointer input, while the scene remains responsive to resizing; adapt font sizes and spacing for narrow mobile screens. Use no enemies, powerups, lives, moving hoop, or additional game modes beyond this timed shooting loop.

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