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Paper Football

  • 3d
  • arcade
  • sports
  • physics
  • casual
0
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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. Matt Hennis built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Paper Football yet. Play it, then tell Matt Hennis what you would add next.

Make your own game

Paper Football was built by Matt Hennis 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 Paper 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.

Read the build brief for Paper Football

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 3D browser game titled “Paper Football — 60” Board,” using a Three.js-style scene with a dark navy background and a large green tabletop football board centered in view. Use a smooth, slightly glossy dark-green felt surface representing a 60-inch-long by 24-inch-wide board, with low dark-green rails/walls around all four edges. The default camera is an angled perspective view from above one side (looking from roughly y=38, z=52 toward the board); pressing C toggles to a top-down orthographic camera that clearly shows the full board.

Build the board with visible American-football markings: end lines at both ends, goal lines 6 inches inside each end, translucent darker-green 6-inch end zones, many faint full-width yard lines (every inch, with stronger lines every 5 and 10 inches), short hash marks on both sides and down the center, and large semi-transparent white yard numbers 10, 20, 30, 40, and 50 along both sides. Put a translucent oval center logo on the field reading “KICK FOOTBALL,” with a simple football icon behind the text. Add subtle cyan translucent 1/4-inch-wide touchdown sensor strips exactly on both goal lines.

Place a yellow goalpost at each end line. Each goalpost has two yellow cylindrical uprights separated by 6 inches, a yellow horizontal crossbar around 2 inches high, and a short base stem extending toward the field. Add a visible translucent yellow field-goal sensor strip between the uprights at each end. Goalposts are draggable horizontally along their end line, constrained so they remain inside the board with a margin from the rails; clicking and dragging any goalpost component slides that goalpost left or right.

The player object is a simple small folded-paper football: a flat white/light-gray triangular prism with a dark thin outline, sitting slightly above the board. It starts at the center x position, 8 inches toward the negative end from the board center. The only movement is simple 2D tabletop physics: click/touch directly on the stationary football, drag to aim, and show a thin yellow aim line from the football toward the current pointer. On release, flick it in the direction opposite the drag pullback; cap the pullback at 12 inches and convert it to moderate velocity. Apply smooth friction so it glides and gradually stops, add slight rotation/spin, and bounce it off the two side rails with about 0.55 restitution. Do not bounce off the end rails: the ball must be able to cross either end line. If it travels more than 6 inches beyond the board ends, reset it to the starting position. Do not allow grabbing it while it is moving.

Implement the scoring rules precisely. In normal play, a field goal is checked when the football crosses either end line: if its x position is strictly between that end’s two uprights, award 3 points and show a prominent temporary callout “FIELD GOAL IS GOOD” with “+3 points”; otherwise show “NO GOOD” with “Missed the uprights” and award nothing. After either result, reset the football after a short delay. A touchdown occurs only when the moving/stationary football remains on a goal-line sensor strip continuously for 5 seconds; display live status text counting down the remaining time, then award 6 points and show “TOUCHDOWN” with “+6 points.” After a touchdown and short delay, enter an extra-point phase: place the ball 10 inches inside the field from the scored goal line, show “EXTRA POINT” / “Kick for +1,” and require the player to flick it through the uprights at that same end. A successful crossing awards 1 point and shows “EXTRA POINT IS GOOD” / “+1 point”; crossing outside the uprights shows “EXTRA POINT NO GOOD” / “0 points.” Reset the ball and return to normal play after the kick attempt. Prevent duplicate scoring from the same crossing or touchdown hold.

Provide a fixed HUD overlay in the upper-left with a translucent black rounded rectangle, light text, and: title “Paper Football — 60” Board,” a live “Score: 0” counter, help text “Drag football to flick/kick • Drag goalpost to slide • R reset • C camera,” and a status line for instructions and feedback. At startup status should instruct the player to drag the football to flick. During dragging say “Release to flick.” During goalpost dragging say “Slide goalpost left/right, then release.” Show score/event callouts near the top center in a translucent dark rounded box, with color-coded text: pale yellow for field goals, light green for touchdowns, light blue for extra points, and pale red for misses. Use clean system sans-serif typography. Include subtle synthesized triangle-wave blip sounds initialized on the first pointer or keyboard gesture: a short flick sound, a low wall-hit sound, positive score sounds, and distinct miss sounds. Support keyboard R to reset the ball and clear active scoring state, and C to switch camera angles.

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