Appearance
Arcade › MyCareer Hoops
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Basir Biay built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about MyCareer Hoops yet. Play it, then tell Basir Biay what you would add next.
MyCareer Hoops was built by Basir Biay 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 MyCareer Hoops 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 mobile-first basketball career game titled “MyCareer Hoops,” presented in a centered responsive shell no wider than about 520px, with a dark navy/blue gradient app background and a compact top bar reading “MYCAREER HOOPS” (MY in light text and CAREER HOOPS accented orange) plus a status pill. Persist the player career in localStorage so it can be saved and loaded. Start on a player-creation screen. Use dark rounded cards with subtle blue borders and shadows. Show the heading “Build your legacy / Create your player” and the subtitle “Start as a rookie and earn your way to the championship.” Provide a name input (max 18 characters), position selector with PG, SG, SF, PF, C, height selector with 5'10, 6'2, 6'6, 6'9, 7'0, and playstyle selector with Floor General, Shot Creator, Slasher, Lockdown, and Glass Cleaner. Include Create Player and Load Saved Career buttons. The default rookie is named Rookie, PG, 6'2, Floor General, overall 60, with attributes Speed 62, Shooting 58, Finishing 60, Ball Handling 64, Passing 66, Defense 52, Rebounding 42, and Stamina 68; give the new career 250 VC, zero wins/losses and XP, season 1, game 1, and Rookie difficulty. Apply a playstyle bonus of +8 to Passing for Floor General, Shooting for Shot Creator, Finishing for Slasher, Defense for Lockdown, or Rebounding for Glass Cleaner. After creation, show a career home dashboard. Display the player name, position/height/playstyle bio, calculated overall (the rounded average of the eight attributes), career stage (Beginner below 70, Starter at 70+, Professional at 80+), win-loss record, and an orange XP progress bar based on XP modulo 100. Show season and regular-season progress (“Regular Season · Game 1/8”), VC wallet, awards, and a “Next matchup” card for “City Hawks,” labeled “Home court · 4 minute game,” with Rookie difficulty and a Start Game button. List all eight player attributes. Add a bottom navigation bar with Home, Upgrades, and Save Career. The Upgrades screen should use the same dark card styling and explain that VC raises attributes and costs grow with every upgrade. For each attribute, show its current value and next value (increase by 2, capped at 99) plus an upgrade button. The cost is 50 + max(0, current attribute - 60) * 8 VC. Disable the button when the player lacks VC or the attribute is already 99. Deduct VC and persist immediately when upgrading. The playable game is a simple 2D top-down/near-top-down half/full basketball court rendered on a canvas. Fill the surrounding background dark green (#123d2d), and draw a tall vertical wooden court occupying roughly 91% of the canvas width and 77% of its height, starting near the top. Use a warm orange-brown gradient and alternating vertical wood planks with a subtle shine. Draw cream court boundaries, a vertical center line, center circle, semicircular arcs near both ends, and dark red rectangular side key/paint areas. Draw a hoop at the top and another at the bottom: pale backboard, red-orange elliptical rim, and white hanging net lines. The player is a very simple flat stick/block avatar: a blue circular head, blue rectangular torso, and two blue legs. Put the controlled player near the lower half initially, at normalized x=.5 and y=.73, with a small orange basketball beside them. Draw a red/pink CPU opponent as the same simple avatar offset toward the opposite side, with faint oval/radial floor reflections beneath both players. The player moves within normalized bounds x .08-.92 and y .18-.86. Movement speed is based on the Speed attribute and is 1.55x while sprinting. Overlay the court with a dark translucent rounded scoreboard at the top showing YOU and CPU scores, a 2:00 countdown clock, and Q1. Below it show live stats: PTS, AST, REB, STL, and BLK. At the bottom show a translucent circular virtual joystick on the left with a draggable inner stick, and five right-side action buttons arranged in a two-column grid: PASS, SHOOT, STEAL, BLOCK, plus a wide yellow/orange SPRINT button. Support both touch/pointer controls and keyboard controls: arrow keys or WASD move, Shift toggles sprint, and Space is hold/release shoot. Implement the actual match rules shown by the code. Each match lasts 120 seconds and updates the scoreboard and clock. The game begins with user possession. PASS has a cooldown and, when the user has possession, keeps possession while having a 60% chance to add one assist. SHOOT is a hold-and-release action: holding displays a “SHOT TIMING” meter with a moving cursor that oscillates between 2% and 98%, a highlighted green perfect zone around 68%-79%, and the label “RELEASE IN GREEN.” On release, calculate shot chance from the Shooting attribute plus timing quality; a made shot adds 2 points and 2 PTS and keeps the demonstrated arcade scoring behavior, while a miss gives CPU possession. Use a short shooting cooldown. STEAL is only effective while the CPU has possession, with success based on Defense and a low random chance; successful steals add STL and return possession. BLOCK similarly works only during CPU possession, with a slightly lower Defense-based random chance; successful blocks add BLK and return possession. CPU possession can also score 2 points after a short random delay, then return possession to the user. Include action cooldowns and prevent actions when the game has ended. Rebounds are displayed in the stat HUD but remain at zero unless explicitly expanded. When the timer reaches zero, determine a win by comparing YOU and CPU scores. Show a centered dark “WIN!” or “FINAL BUZZER” toast with the final score and rewards, and a Continue Career button. On a win award 180 VC and 35 XP; on a loss award 75 VC and 18 XP. Increment wins/losses, advance the game number, count season wins, and after eight regular-season games enter playoffs when at least five were won, otherwise advance to the next season and reset the season game/win counters. Award “Rookie of the Year” after at least eight career wins if not already awarded, and award “MVP” after a win when overall is at least 78. Persist all career changes. Keep the visual style clean, minimal, colorful, and arcade-like: dark navy dashboard cards with orange accent buttons and metrics, contrasted with the warm striped wooden court and simple solid-color cartoon players.