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Kick Hub

  • 3d
  • third-person
  • arcade
  • hub
  • cyberpunk
  • neon
  • sports
  • minigame
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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. Immoral Flame built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Kick Hub yet. Play it, then tell Immoral Flame what you would add next.

Make your own game

Kick Hub was built by Immoral Flame 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 Kick Hub 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 Kick Hub

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 browser-based 3D third-person neon arcade hub called "KICK HUB". Use a dark cyberpunk aesthetic: an almost-black enclosed room with black/dark-green walls, a dark floor covered by a bright green perspective grid, green ambient/emissive lighting, soft fog, and strong neon-green accents. Show a fixed HUD at the top center with the large glowing title "KICK HUB" and the smaller instruction line "WASD to move • Mouse to look • E to interact". The player is a humanoid cyberpunk character viewed from behind in third-person, centered in the camera, able to walk around with WASD, look with the mouse, and jump using the third-person controls. Use shadows and green point lights around the room.

Build a square hub room roughly 32 by 32 units, bounded by dark walls (back wall around z=-15 and side walls around x=±16) and several dark pillars near the back. Place four selectable arcade/game stations in the four corners/areas: at approximately (-10,-8), (10,-8), (-10,8), and (10,8). Each station has a low dark circular platform with a glowing green ring around it, plus a desk, glowing monitor/screen, and chair. Label the stations in their monitor graphics as "MINI GAME 1", "MINI GAME 2", "MINI GAME 3", and "MINI GAME 4"; their descriptions are respectively "Ballistic (Crash Bash)", "Shooter / Action", "Puzzle / Adventure", and "Battle / Arena". Add a prominent central/back monitor wall reading "WELCOME TO KICK" and neon cyberpunk sign props on the back wall. Add a few extra lounge chairs in the center. The visible style should be low-poly/asset-based sci-fi furniture with green emissive highlights, not a realistic environment.

Implement proximity interaction: when the player comes within about 4 units of a station, show a bottom-center black translucent prompt with green border/text: "Press E to enter MINI GAME X" and the station description beneath it. Pressing E at station 1 enters the actual playable mini-game; pressing E at stations 2-4 opens a dark modal explaining that the mini-game area is ready to define, showing its station name and description and a green CLOSE button. Escape closes these modal prompts.

Station 1 launches a simple playable "Ballistic"/Crash Bash-style ball-bumping game in the station area. Teleport the character to the player side of the arena and create a dark-green rectangular arena approximately 13 by 13 units with a circular-looking dark platform beneath it, a thick glowing green outer ring, glowing green center divider, dark side/goal walls, and a large yellow/orange glowing ball. The player must bump the yellow ball by colliding with it; the ball receives a push in the character's facing direction and a small upward impulse. Simulate simple physics: velocity damping, floor bouncing, vertical limits, and bouncing off arena boundaries. Add a basic AI that sometimes pushes the ball back when it is on the AI side. The far wall on the opposite side is the player's scoring goal, while the near/far opposing wall gives the AI points; show a top-center green-bordered HUD reading "YOU 0    AI 0" with the instruction "Bump the yellow ball into the far wall • ESC exits". First to 5 points wins, display an alert-style win/lose message, then return to the hub. Escape exits the ballistic game and returns the player to the hub. Keep the main hub's green neon title and environment consistent with the screenshot: dark black background, centered rear-view player, bright cyan-green station rings/signage, and a grid floor with dramatic green illumination.

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