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Jam Clash

  • 3d
  • basketball
  • arcade
  • sports
  • retro
  • local-multiplayer
  • bot
  • timing
0
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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. Sidak Singh built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Jam Clash yet. Play it, then tell Sidak Singh what you would add next.

Make your own game

Jam Clash was built by Sidak Singh 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 Jam Clash 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 Jam Clash

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 arcade basketball game titled “JAM CLASH.” It is a fast retro 1-on-1 half-court-style streetball match played on a long rectangular court, viewed from a perspective follow camera above and behind the players. The camera tracks the midpoint between the two athletes, looking toward the court, and smoothly follows their movement. Use a dark purple night-arena background with fog, bright cyan/purple/yellow/orange lighting, pixel-arcade presentation, and a subtle full-screen scanline overlay. The court should be a dark blue rectangular floor about 13 units wide by 22 units long, with a bright yellow center line and center circle, purple painted areas at both ends, yellow lane outlines and three-point arcs, colorful block-like crowd/sideline decorations, and two hoops at opposite ends. Each hoop has a dark post and arm, translucent pale backboard, orange rim, and visible wireframe net. Place a couple of retro basketball arcade props near the sidelines. Use low-poly stylized athletes, preferably based on simple Kenney Mini Arena-style character models; apply each player’s bright team color, with a colored selection ring/glow under them. Include an orange basketball with dark curved seams and shadows.

Start on a full-screen character/mode selection menu over a deep purple gradient panel with a thick yellow border and purple shadow. Display a large yellow “JAM CLASH” logo with a hot-pink offset shadow, followed by the subtitle “Retro 1-on-1 hoops — timed threes, loud dunks, quick steals.” Offer two mode buttons: “1v1 vs Bot” (selected bright green) and “Same Device” (pink when unselected). Let the player choose P1 and a rival from six fictional original streetball characters. Show each character as a clickable card with a color avatar, name, trait, and horizontal SHOT, DUNK, and SPD stat bars. The six exact roster choices are: Splash Ace (cyan, Deep range, shot 94/dunk 54/speed 78/steal 64), Rim Quake (red-orange, Poster dunks, 62/96/72/58), Turbo Zip (yellow, Fast handles, 76/72/96/76), Clamp King (purple, Steals + blocks, 70/76/80/95), Arc Angel (green, Green meter, 88/68/82/72), and Paint Boss (pink, Power inside, 68/90/66/82). Include a full-width bright green “START GAME” button and the small legal note that these are original fictional streetball characters with no official NBA names, logos, teams, or likenesses.

The match rule is first to 11 points. A score from inside the three-point arc is worth 2; from behind the arc it is worth 3. A player can only shoot while possessing the ball. Hold the shot control to charge a timing meter, then release to shoot. The meter oscillates continuously between 0 and 1, and the HUD shows a white-outlined dark meter with a narrow bright green center zone and a moving hot-pink needle; releasing near the green center substantially improves the jump-shot make chance. A shot close to the opponent’s rim (within about 2.15 court units) becomes a dunk when the player’s dunk stat is above 60, with a fast arcing ball, a jump animation, and an energetic banner such as “RIM ATTACK!” or “THUNDER DUNK.” Otherwise use a jump shot with a higher ball arc. Shooting is affected by the player’s shot stat, timing quality, whether it is a three, and nearby defense: a defender within roughly 1.25 units contests and lowers the chance. Misses become loose bouncing balls with a visible rebound opportunity; either athlete can move onto the ball to collect it. After a made shot, reset player positions and give possession to the other player. A player’s steal attempt has a roughly 0.9-second cooldown and succeeds based on the thief’s steal stat versus the ball handler’s speed; show messages such as “ripped it!” or “Reach-in miss!” on screen.

P1 controls: WASD to move, hold/release Space to charge and shoot/dunk, Shift to turbo, and E to steal. In Same Device mode P2 uses Arrow keys to move, hold/release Enter to shoot/dunk, Slash to turbo, and Period to steal. In bot mode, the rival should automatically pursue the ball, move toward its basket when possessing it, attempt a shot when in a suitable range, and attempt steals when close to P1. Support touch devices with a virtual left joystick and three large buttons labeled SHOT, STEAL, and TURBO for P1; the shot button should also be hold-and-release for timing. Clamp movement to the court boundaries, drain a turbo meter while boosting and recharge it when not boosting, and make boosted movement visibly faster.

During gameplay, show a fixed retro HUD: left score box with P1’s selected name and score, centered box with “FIRST TO 11” and possession text (“P1 BALL,” “P2 BALL,” or “LOOSE BALL”), and right score box with the rival’s name plus “BOT” in bot mode and score. Show a centered banner for short-lived action messages such as “Beat the bot to 11!”, “Same-device battle to 11!”, “JUMPER!”, “THREE BALL!”, “GREEN THREE!”, “Brick! Rebound!”, and scoring/dunk announcements. Animate athletes with idle, walk, sprint, holding/shooting, and jump motions when available; rotate them in their movement direction, make the ball carrier slightly larger, animate the ball in the player’s hand, and arc it through the air during shots. Use strong colorful shadows, emissive/neon accents, chunky typography, high contrast, and the bright cyan/pink/yellow/green retro arcade palette throughout. When either player reaches 11, pause the match, display a winning banner, and return/show the menu with the button changed to “REMATCH.”

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