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Arcade › Hoop Rush 3D
Click the game above and it runs right here in your browser. No download, no installer, no account needed. gw16singhjayson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hoop Rush 3D yet. Play it, then tell gw16singhjayson what you would add next.
Hoop Rush 3D was built by gw16singhjayson 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 3D 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 fullscreen portrait-friendly 2D canvas arcade basketball game titled “Hoop Rush 3D” (the actual presentation is stylized pseudo-3D/flat 2D, not a real 3D scene). Use a dark navy-to-charcoal vertical gradient background. The lower third is a subtly lighter court area, with a thin horizontal court line around 88% screen height and a large faint semicircle arc centered near the bottom. Place a basketball hoop in the upper-right quadrant: a warm orange elliptical rim viewed at an angle, pale gray hanging net strands, and a pale backboard/support offset above and to the right. Add a soft translucent orange glow circle behind the hoop. Put an orange basketball near the lower center, approximately 79% of screen height, with a radial highlight from yellow-orange to deep orange and dark curved basketball seam lines. Core loop: start with a modal overlay containing a dark translucent glass-like card, large orange “HOOP RUSH” heading, explanatory text (“Sink as many shots as you can before the clock hits zero. Aim with a drag, release to shoot, and chase perfect streaks.”), and an orange Start game button. The game lasts exactly 60 seconds. During play, show a fixed top HUD: left glass card with small uppercase “ARCADE HOOPS” and bold “HOOP RUSH”; right-side cards for SCORE, TIME, and STREAK. At the bottom center show instructional/status text. When the timer reaches zero, stop the game and show a modal “BUZZER!” card with final score and best streak plus a “Play again” button. Player interaction is mouse, pointer, and touch. When the ball is stationary, press/drag from near the ball and aim toward any release position; render a dashed white aiming line from the ball to the pointer, a short orange direction/power segment, and an orange arrowhead at the pointer. Release to shoot. Also support Space: start the game if inactive, or shoot toward the hoop if the ball is stationary. Ignore aiming while the ball is airborne. Convert drag distance into a clamped shot power, launch the ball in the direction of the drag, and simulate simple projectile motion with gravity. Draw up to roughly ten fading orange trail circles behind the flying ball. The hoop should drift subtly left/right over time using a smooth sine motion, constrained between about 52% and 86% of screen width; its vertical position is about 28% of screen height. Detect a made basket when the descending ball crosses the rim’s vertical level and its horizontal distance from hoop center is within about 62% of the rim radius. On a make, award 2 points plus the current streak capped at an 8-point bonus, then increment streak; show “SWISH! +2” for early makes or “N in a row!” after more than two, and emit an orange burst of about 22 particles at the rim. If the ball intersects the rim area while descending but does not score, bounce it upward with reduced vertical speed and damped horizontal speed. When the ball leaves the screen, reset it to the starting position for the next shot. A miss resets the streak and displays “Missed — next shot.” Use responsive sizing: cap device pixel ratio at 2, resize the canvas to the viewport, scale the hoop radius approximately with viewport width while keeping it between 34 and 48 pixels, and keep all UI readable on narrow screens. Styling should be polished minimal arcade UI: near-black translucent cards with subtle white borders, shadow, rounded corners, blur-like treatment, orange/gold accent (#ffb44a/#ff9d2f), pale blue-white hoop/backboard/net, and no extra enemies, powerups, sound, levels, or menus beyond the start and game-over overlays.