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Arcade › Hoop Shot
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daniel gowdamarajan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Hoop Shot yet. Play it, then tell Daniel gowdamarajan what you would add next.
Hoop Shot was built by Daniel gowdamarajan 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 Shot 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 browser-playable 3D basketball 1v1 game titled “Hoop Shot,” using Three.js with a responsive full-screen canvas and a dark navy arcade presentation. Use a third-person perspective camera positioned around (0,4,8.7), looking toward the basket at the far end of the court. The scene should have a deep navy background with matching fog, soft shadows, cool hemisphere lighting, warm directional lighting, and a blue indoor basketball court extending into the distance. Add a slightly raised blue court floor, a wood-toned back-court strip, white free-throw line, white center line, and a white semicircle free-throw arc. Build the basket at the far end: a dark support pole and broad dark base, a semi-transparent pale backboard with a white rectangular target marking, an orange circular rim, and a visible white wireframe net. Include a small Kenney-style arcade basketball machine prop toward the back-left side of the court if external 3D assets are available. Use an orange basketball with dark seam rings for the player and a cyan-blue basketball for the CPU. Place two simple blocky animated character avatars on the court: the player starts near (0,0,5.6) and the CPU defender starts farther up-court near (0,0,3.5), both initially facing the hoop; use idle and walk animations if available. The core gameplay is turn-based 1v1 shooting. The player can move around the near half of the court with WASD or arrow keys, or with an on-screen directional pad. Clamp player movement roughly to x=-4.8..4.8 and z=2.8..6.2. The CPU defender automatically moves toward the player while no shot or CPU turn is active, within x=-4.8..4.8 and z=2.5..5.4. Display a pressure percentage based on the distance between player and CPU: close defense raises pressure, which narrows the shot’s green timing window and perfect-release window. At the bottom, show an aim range slider from -1 to 1 for left/right aim. The shot target uses the slider value multiplied by about 1.45 as the horizontal target offset at the rim. Above it, show a horizontal timing meter with red ends and a green center zone, plus a bright white moving marker that oscillates continuously between the ends. The player shoots with the SHOOT button or Space. A shot succeeds only when the aim is close to the center of the rim (absolute target x below about 0.34) and the moving marker is in the green zone; pressure reduces the green zone from about ±0.16 to ±0.07. A tighter center window, approximately ±0.04 down to ±0.02 under pressure, counts as a perfect release. Animate the basketball along a smooth arcing trajectory from the player’s current position, through a high midpoint, to the rim over about 1.05 seconds, and rotate the ball during flight. On a made player shot, award 2 points normally or 3 points for a perfect release, increment total shots and the made-shot streak, and show a large temporary feedback message such as “SWISH!”, “BUCKET!”, or “PERFECT RELEASE +3.” On a miss, reset the streak and show “MISS.” After the player shot completes, briefly give the CPU its turn. The CPU then waits about 0.75 seconds and shoots with roughly 70% accuracy: accurate attempts target near the center and succeed, while inaccurate attempts aim clearly to one side. Animate the blue CPU ball on the same type of arc. A made CPU shot gives the CPU 2 points; otherwise show “CPU SCORES” or “CPU MISSES.” Include a DRIBBLE button and keyboard B toggle. When active, the orange ball repeatedly bounces up and down near the player and a temporary message says “DRIBBLING”; toggling off shows “BALL READY.” Include a DEFEND button and keyboard E action. During a CPU shot, DEFEND can attempt a block with chance about 22% plus up to 55% from defensive pressure; show “BLOCK!” immediately on a successful attempt and resolve the shot as “BLOCKED.” When the CPU is waiting to take its turn, DEFEND can attempt a steal with chance about 18% plus up to 58% from pressure; a successful steal cancels the CPU turn, increments steals, and shows “STEAL!”, otherwise show “CONTESTED” or “REACH-IN MISS.” Run a 12-second shot clock during the player’s active turn. Pause the clock during ball flight and the CPU turn. If it reaches zero, reset it to 12, clear dribbling, reset the streak, count a shot, show “SHOT CLOCK VIOLATION,” and hand the turn to the CPU. Update the clock and color it warning red at 3 seconds or less. Do not add rounds, lives, inventory, or an end screen; this is an ongoing arcade match with live score tracking. Overlay a polished mobile-friendly HUD using fixed HTML/CSS over the canvas. At the top, center a responsive two-panel bar: left panel says “1v1 HOOP SHOT” and shows “You [score] · CPU [cpu score]”; right panel shows “Your turn,” “Ball in flight,” or “CPU turn,” the remaining seconds, “Pressure [percent]%,” and “Shots [count].” Use translucent dark navy panels with thin pale borders, rounded corners, blur/shadow, white text, yellow title/accent, green low-pressure, yellow medium-pressure, and pink/red high-pressure states. Show large centered feedback text around the upper-middle of the screen with colored glow and a short fade. At the bottom, place the timing meter, aim slider, a hint reading “Move, dribble, shoot — tap DEFEND to steal or block the CPU,” the directional pad on the lower-left, and three round controls on the lower-right: purple DEFEND, cyan DRIBBLE, and orange SHOOT. Make controls touch-friendly and also support keyboard input. Keep the visual style clean, high-contrast, modern sports-arcade UI with navy, blue, orange, cyan, and yellow accents.