Appearance
Arcade › Hoop Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. RAY PRICE built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hoop Rush yet. Play it, then tell RAY PRICE what you would add next.
Hoop Rush was built by RAY PRICE 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.
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 responsive full-screen 2D canvas arcade basketball game titled “Hoop Rush,” designed for mouse, touch, and trackpad with touch-action disabled. Use a fixed HUD over the canvas and an initial modal overlay. Gameplay: The player has 30 seconds to sink as many basketball shots as possible. Place an orange basketball near the lower-left at about 22% of the screen width and just above the court. Place a basketball hoop on the right side, centered around 74% of the width and 34% of the height. The hoop should gently sway horizontally with a sinusoidal motion over time (about 52 px maximum range, with a subtle 5 px vertical motion), so its position changes while the player aims. The ball can only be shot when it is stationary. Press/touch near the ball within roughly a 70 px radius, drag to set the shot, and release to launch it. Show a dashed pale-yellow line between the ball and the current pointer and a small yellow power bar below the ball while aiming. Power should be clamped to a minimum of 5 and maximum of 18, based on drag distance; preserve the game’s slingshot behavior where release velocity is directed from the pointer back toward the ball. The ball follows simple projectile physics with gravity, slight horizontal drag, and rotation while airborne. After each shot finishes or leaves the play area, reset it to the starting position for the next attempt. Scoring: Detect a make when the descending ball passes through the hoop/rim area: its vertical position is around the rim level and its horizontal distance from the hoop center is less than about 34 px. On a make, increase the streak and award 2 points plus one additional point per prior streak, capped at 10 points per shot (2, 3, 4, etc., up to 10). Display a celebratory “SWISH +N” message and emit a burst of about 18 small golden particles around the hoop. A missed shot resets the streak to zero and displays “Miss!”. There are no lives, enemies, ammo, or extra power-ups. When the 30-second countdown reaches zero, stop gameplay, show the game-over modal, and display the final score with a Play Again button. Visual style: Use clean minimalist vector-like canvas artwork. Paint a vertical background gradient from deep navy at the top through medium blue to warm orange near the horizon. Add a few very subtle translucent decorative dots in the sky. The floor/court begins around 86% of screen height, with a red-orange-to-dark-red vertical gradient and a thin pale-gold horizontal court line. Include a partial pale-gold semicircle court marking rising from the lower-left. Draw the hoop at the animated right-side position: a tall pale-blue/white support pole from the backboard down to the court, a rounded rectangular light backboard with a blue inset and orange rectangular target, an orange elliptical rim, and a simple white tapered net with vertical strands. Draw the ball as an orange circle with a dark outline and dark curved basketball seams. HUD: At the top left show the uppercase label “SCORE” and a large score value. At the top right show “TIME” and the large remaining whole-second countdown. Center the top HUD with the label “Hoop Rush” and a gold status message: initially “30 seconds,” then streak text such as “2 in a row!”, and temporary make/miss feedback. At the bottom center show the instruction “Drag from the ball toward the hoop, then release to shoot.” Use a bold clean system sans-serif style, pale blue labels, white values, and a gold message color. Start screen: Before play begins, cover the scene with a dark translucent navy overlay and a centered rounded dark-blue card. Show a large gold two-line “HOOP RUSH” title, explanatory text about sinking as many shots as possible before the clock hits zero, pulling farther for more power, and streak bonuses, followed by a prominent rounded coral-red “Start Game” button and small text saying it works with mouse, touch, or trackpad. Starting or restarting resets score, streak, timer, particles, and ball position. Keep the game playable and visually responsive at any viewport size, using device-pixel-ratio-aware canvas scaling.