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Arcade › Hoop Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. GABRIEL ROBERSON 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 GABRIEL ROBERSON what you would add next.
Hoop Rush was built by GABRIEL ROBERSON 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 arcade basketball game titled “Hoop Rush,” rendered on an HTML canvas with a fixed HTML HUD overlay. Use a dark navy indoor-court-like background with a subtle vertical gradient from #15284d at the top to #08101d at the bottom. The bottom 28% of the screen is a flat warm orange-brown court (#c87932), separated from the background by a thin pale line. Add a large pale semicircular court arc on the left, centered around x=20% of the screen at the court boundary. Place a simple stylized stationary player at x=18% of the screen on the court line: a yellow circular torso, a peach circular head above it, and a dark blue rectangular lower body/jersey. The orange basketball begins near x=18%, y=78% of the screen, in front of the player. Draw it as an orange circle with dark curved basketball seam lines. The player does not move; the ball is the interactive object. On the right, draw a dark translucent backboard area beginning around x=57%, y=18%, spanning roughly 31% of the width and 54% of the height. Add a pale outlined rectangular target on the backboard. The hoop is an orange-red ellipse/ring around y=38% of the screen, with pale hanging net lines below it and a pale vertical support/side element beside it. The hoop starts at x=73% and moves horizontally only while a shot is in flight, bouncing between approximately 60% and 84% of the viewport width. Keep the hoop at the same vertical position. The core game is a 60-second score attack. Before play, show a centered dark rounded modal card titled “Hoop Rush,” with instructions: “Beat the clock. Drag back from the ball to aim, then release to shoot.” Include a gold “Start Game” button. On starting, hide the menu and show a small bottom-centered pill hint reading “Drag from the ball and release to shoot.” During play, show three dark translucent rounded HUD pills along the top for Score, Time, and Streak, with uppercase small labels and large white values. Time counts down from 60 seconds, and the game ends at zero. Control the ball with pointer/touch or mouse drag. A pointer press is accepted when it is within about 60 pixels of the ball and the ball is not already flying. While dragging, update the aim point and display a dashed pale-gold guide line from the ball in the launch direction/opposite the pull gesture. On release, calculate shot velocity from the displacement between the ball and release point, clamp shot power to a moderate range, and launch the ball along a ballistic arc. Use gravity around 920 pixels/second squared, update position with velocity, and allow the ball to leave the screen. Do not permit another shot until the current shot has ended. A shot counts as made when the descending ball crosses the hoop’s y-coordinate from above while its x-coordinate is within about 72% of the hoop radius. Award 2 points plus up to 4 bonus points based on the current streak (one extra point for each completed group of three streak makes, capped at +4), then increment streak. A miss resets the streak to zero. After every shot, whether it scores or misses, reset the ball to its starting position once it travels beyond the viewport (with some offscreen tolerance), ready for the next drag. Keep score, streak, total shots, and makes in the game state, and update the HUD continuously. When the 60-second timer expires, stop gameplay and show a centered modal titled “Time’s Up,” with text “You scored [final score] points.” and a gold “Run It Back” button that resets score, streak, shots, makes, timer, positions, and starts a new round. Make the UI touch-friendly, prevent page scrolling, support resizing responsively, and preserve the clean minimalist vector style: navy, orange court and ball, gold buttons/player, pale linework, rounded translucent HUD cards, and no textures or extra gameplay elements.