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LAST LINE GK

  • 3d
  • sports
  • soccer
  • goalkeeper
  • arcade
  • reflex
  • mobile
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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. Uwais Qarni built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

LAST LINE GK was built by Uwais Qarni 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 LAST LINE GK 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 LAST LINE GK

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-based 3D goalkeeper game titled “LAST LINE GK.” Use Three.js or an equivalent real-time 3D engine with a full-screen canvas and a dark navy stadium presentation. The camera is a third-person perspective behind and slightly above the home goalkeeper, looking down the length of a green soccer pitch toward the home goal. Use a perspective camera around 52 degrees, with a smooth follow camera that tracks the keeper’s horizontal position. The scene should have a dark blue background and fog, soft sky/ground lighting, directional sunlight and shadows.

Build a rectangular green pitch approximately 32 units wide and 72 units long, with white sidelines, end lines, a goal line, a subtle green stripe, and a white center-circle ring. Place a simple home goal at the near end: two white posts, a white crossbar, and a translucent pale-blue wireframe net. Populate the pitch with two simplified teams of eight capsule/sphere/box humanoid players. The home team should be cyan/blue and the away team red; each player consists of a colored capsule-like body, a peach spherical head, and a dark rectangular foot/leg element. Keep the players mostly in fixed formations, with slight AI movement back toward their base positions. The home goalkeeper is the controllable player and stands in front of the goal around the center, constrained to the goal area horizontally and in depth.

The core loop is to defend against incoming shots. After kickoff and then at intervals, spawn a white soccer ball near the far end of the pitch in front of the away side, give it velocity toward the home goal with gravity, bounce behavior, friction, and limited side-wall collision. Show a glowing ring shot marker near the goal indicating the ball’s horizontal target; use yellow for a low shot and red for a high shot, and display a short status message such as “LOW SHOT — read the marker.” In the current implementation shots are spawned at low height, so low shots are the normal visible case. As the ball enters the goal area, test whether it is within the keeper’s horizontal reach and vertical reach. A normal standing save has about 1 unit of horizontal reach; a dive expands reach to about 2.5 units. If saved, increment saves, stop the active shot, send the ball away with a bounce-like velocity, show “REFLEX SAVE!” or “DIVING SAVE!”, and spawn another shot shortly afterward. If missed and the ball crosses beyond the goal, increment the away score and conceded count, show a goal state/status, then restart with another shot unless the game clock has expired. The player is always the goalkeeper; the simple opposing players do not have complex ball possession or attacking interactions.

Support these controls: on desktop, WASD moves the goalkeeper, Shift temporarily increases movement speed, Q dives left, E dives right, Space jumps, and Escape toggles pause. Clamp keeper movement roughly to x=-4.6..4.6 and z=15.5..19.1. Animate dives for about 0.6 seconds with a sideways eased motion and slight rotation, preventing a second dive during the animation. Animate jumps for about 0.55 seconds with a vertical arc. On mobile, show a virtual joystick for movement and circular buttons labeled DIVE ◀, JUMP, DIVE ▶, RUN, and pause. The joystick should control horizontal/depth movement, RUN should increase movement speed, and the action buttons should mirror the desktop actions.

Create a polished overlay HUD using translucent dark glass panels with thin light borders, rounded corners, cyan accents, and white text. At the top center show “HOME 0 — 0 AWAY,” a cyan match timer in MM:SS, and the current mode label. During play show temporary centered status messages for shot warnings, saves, and goals. The menu is a centered responsive card over the stadium with the large title “LAST LINE GK,” subtitle “Read the shot. Move the keeper. Own the goal.”, selectors for Mode, Difficulty, Match Length, and Team, plus START GAME and SETTINGS buttons. Modes must include Match, Penalty mode, Training, and Reflex Challenge. Difficulties are Easy, Normal, and Hard. Match lengths are 90 seconds, 3 minutes, and 5 minutes. The selected mode controls duration as in the original: penalty mode lasts 35 seconds, training 75 seconds, reflex 90 seconds, while Match uses the selected length. Include the visible help text “PC: WASD move · Shift sprint · Q/E dive · Space jump · Esc pause” and “Mobile: joystick + Dive / Jump / Run,” plus the fictional-clubs/synthesized-audio/offline-local-AI note.

When the match is running, periodically show a small lower-left coach panel only in Match mode, with a local fallback tactical style such as balanced, press high, counter, possession, long shots, or park bus; it may optionally request a local/API coach response but must work offline and fall back gracefully. Include simple synthesized beeps for kickoff, shot warning, dive, jump, saves, goals, and full time. Escape or the mobile pause button opens a PAUSED glass card with “Take a breath. The last line is still yours.” and RESUME / QUIT TO MENU. At the end show a FULL TIME results card reporting the final score, saves, and shots faced, with PLAY AGAIN and MENU buttons. Maintain game states for menu, kickoff, playing, goal, paused, and finished, and keep the UI responsive for portrait mobile and desktop screens.

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