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Arcade › Kaleci Arenası
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Kaleci Arenası was built by Vahap Vahapoğlu with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
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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.
Recreate a responsive full-screen 2D canvas penalty-shootout game titled “Kaleci Arenası” (Turkish UI), with a dark blue stadium atmosphere and a simple stylized football field. The game should fill the viewport, support desktop and mobile, and render the playfield behind an HTML-style HUD and modal panels. Visual presentation: use a dark navy-to-nearly-black vertical background gradient, faint scattered crowd lights/dots near the upper area, and a green lower pitch beginning around 57% of the screen height. Add subtle alternating vertical grass stripes, a faint white penalty-area rectangle in the lower field, and a pale semicircular penalty arc. In the upper-middle, draw a large rectangular goal approximately 68% of viewport width and 34% of viewport height (capped around 260px), with thick light posts/crossbar and a thin translucent square grid for netting. Use clean geometric canvas artwork rather than external assets. Show two simple goalkeeper figures around the goal: a red/orange opposing keeper facing the viewer and a blue player keeper visually flipped/upside-down relative to the opponent, each with a circular head, rectangular torso, white outlined arms and round gloves. Their horizontal positions must correspond to three lanes: left, center, right. Animate the ball as a white outlined football with a small dark hexagon mark, moving along an eased path between the penalty spot area at the bottom center and a selected goal lane; make it slightly larger during flight. HUD: at the top center, place a pill-shaped status label. On the upper left and right, show dark translucent rounded score cards labeled “Sen” and “Rakip” with large scores, initially 0–0. Under the status near the top, show a centered message for instructions/results. In the intro overlay, dim the whole scene with a radial dark translucent overlay and show a centered dark rounded card containing the large two-line title “Kaleci Arenası”, the subtitle “Kaleci düellosu hissini taşıyan, kendi kurallarına sahip hızlı bir penaltı oyunu.”, a “Zorluk seviyesi” select with “Kolay”, “Normal” (default), and “Zor”, an orange/yellow gradient rounded button “Düelloyu Başlat”, and the hint “Masaüstü: hedefe tıkla veya 1 / 2 / 3'e bas · Mobil: alttaki yön tuşları”. On game over, show a similar centered card with a win title “Zafer!” when the player score is higher, otherwise “Maç Bitti”, text such as “Skor X - Y. Rakip kaleciyi geçtin.” or “Bir sonraki düelloda rövanşı al.”, and a “Tekrar Oyna” button. Core game: starting the duel hides the intro, resets scores to zero, and plays five rounds. Each round has a player attacking phase followed by an AI attacking phase. At the start of the player phase show “KOLAY/NORMAL/ZOR • ŞUT TURU N/5” and “Köşeyi seç — kaleciyi şaşırt!”. The player chooses left, center, or right. On desktop, clicking the left/middle/right zones of the canvas selects the lane; keyboard keys 1, 2, and 3 select left, center, and right. On mobile, show three bottom buttons with ◀, ●, ▶ for the same lanes. During the player shot, the red opponent keeper either reads and moves to the selected lane or guesses a random lane. The shot is saved if the keeper’s lane matches the player’s target; otherwise award the player a goal. Display phase “ŞUT GİDİYOR”, then after impact show “SONUÇ” and a result message: “Rakip kurtardı!” for a save or “GOOOL!” for a goal. Then begin the goalkeeper phase with status “KALECİ TURU” and message “Şimdi savunma yap — topun yönünü oku!”. Randomly choose the AI’s shot lane, launch the ball from the selected goal lane toward the bottom-center penalty spot, and let the player choose a defensive lane with the same controls while it is traveling. Move the blue player keeper to the chosen lane. If the chosen lane matches the AI shot, award the player a point and show “Kurtardın!”; otherwise award the opponent a point and show “Gol yedin!”. Use difficulty to affect both opponent reading and animation timing: Easy has about 22% chance to read a player shot and a 1.00 second ball flight, Normal about 48% and 0.76 seconds, and Hard about 72% and 0.58 seconds. Keep the AI’s attacking lane random among the three lanes. After a brief result pause, proceed to the next phase/round; after five complete rounds, stop gameplay and show the final overlay. Add small colored square particle bursts at the goal/impact location for results: cyan for saves, yellow for player goals, and red for goals conceded. Animate particles briefly with gravity and fading. Keep the layout responsive, use safe-area-aware bottom mobile controls, hide the touch controls on wider desktop screens, and prevent page scrolling while preserving pointer/touch input. Use Turkish labels exactly or very close to the ones above and keep the overall style dark, polished, minimal, and arcade-like.