Arcade › Magnetic Flux Football
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Kgasago Maje built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Magnetic Flux Football yet. Play it, then tell Kgasago Maje what you would add next.
Magnetic Flux Football was built by Kgasago Maje 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 Magnetic Flux Football 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 playable third-person 3D arcade football/soccer game titled “Magnetic Flux Football.” The entire scene should be a dark futuristic neon arena viewed from an elevated camera behind and slightly above the human player, with a smooth follow camera looking toward the player and the center of the field. Use a rectangular pitch approximately 32 units wide by 48 units long, dark blue/black floor, subtle glowing cyan grid lines, fog, and dramatic cyan/magenta lighting. Put glowing sci-fi barrier sections around the left and right sidelines and along both end lines, leaving openings for the goals. Place a cyan player character near the negative-Z end of the field and a magenta/pink AI opponent near the positive-Z end. Use humanoid animated 3D characters with idle and run animations if available. Each character has a flat circular glowing aura on the ground: cyan for the player while positive, magenta for the AI, with the player aura changing color when polarity changes. The player moves with WASD (also allow arrow keys), at about 11.5 units/second, and is constrained inside the pitch. Rotate the player smoothly toward movement direction and switch between idle and running animation. The AI automatically seeks the ball, moves faster when farther away, stays within its half/field bounds, faces its movement direction, and when close to the ball helps drive it toward the player’s goal. At the center, create a glowing futuristic magnetic ball: a dark metallic/cyan-emissive sphere with a translucent cyan outer glow, bright point light, and a thin luminous ring. Keep it hovering just above the ground and rotate it visually as it moves. Simulate simple momentum physics with friction, speed damping, a maximum speed around 26, side-wall bounces, and no jumping. The ball is affected by magnetic fields: when the player is within a radius of about 9, POSITIVE polarity attracts the ball toward the player; NEGATIVE polarity repels/pushes it away explosively. Do not apply the player force when extremely close (within roughly 0.8 units). The AI has a red/magenta repelling influence near the ball and an additional push toward negative Z, so it attempts to score in the player’s goal. The player can press SPACE to toggle polarity between POSITIVE and NEGATIVE; make the aura pulse briefly on switching. Press R to reset the ball to midfield with a small random initial push. Build two goals at opposite ends of the field, centered on the Z axis, each about 9 units wide and 3.8 units high with glowing cylindrical posts and crossbar, luminous translucent net planes extending slightly backward, and a small colored glow light. The negative-Z goal is the player’s cyan goal; the positive-Z goal is the AI’s magenta goal. Score for the player when the ball crosses the positive-Z end through the goal opening, and score for the AI when it crosses the negative-Z end through its opening. On scoring, increment the appropriate score and reset the ball to the center with a small random kickoff velocity and a brief dampening delay. Keep the ball bouncing off the invisible side boundaries, while goals are detected only inside the goal-width range. Use a minimalist black HUD over the 3D view. At the top center show a rounded, semi-transparent black scoreboard with a cyan glowing border, reading “PLAYER 0 — 0 AI”; PLAYER and its score are cyan, AI and its score are hot pink, and scores are large. At the bottom center show a pill-shaped polarity indicator reading “POLARITY: POSITIVE” or “POLARITY: NEGATIVE,” with border/glow and text changing cyan or magenta to match. Above it show small translucent-white instructions: “WASD to move • Mouse to look • SPACE to toggle polarity • Click to lock mouse”. Keep the visual style high-contrast, black background, neon cyan versus hot pink, emissive materials, glowing lights, dark metallic floor, soft shadows, and light atmospheric fog. Make the game start at 0–0 with positive player polarity and a brief gentle ball kickoff after loading.