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Arcade › Penguin Soccer
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Lavi Falcovich built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Penguin Soccer yet. Play it, then tell Lavi Falcovich what you would add next.
Penguin Soccer was built by Lavi Falcovich 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 Penguin Soccer 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 3D third-person arcade soccer game titled "Penguin Soccer." Use a simple orthographic-looking perspective presentation with a trailing camera behind and above the player, facing down a long rectangular soccer field. The sky/background is bright light blue with matching blue fog, and the scene has soft shadows, ambient hemisphere lighting, and a strong directional sun. Build the arena as a green rectangular field approximately 18 units wide and 28 units long, raised slightly above a larger pale icy/light-blue rectangular base. Add white field markings: a thin center line running the length of the pitch, short white boundary lines near both ends, a horizontal midfield line, and a white center circle. Put dark blue-gray side rails just outside each long edge. At the far end, add a row of small alternating colorful stadium flags (blue, coral red, yellow, green) on thin poles. Place a goal at each short end of the field. Each goal is an open rectangular frame with two vertical posts and a horizontal crossbar, plus a transparent white wireframe-style net behind it. The goal at the negative-Z/far end is blue; the goal at the positive-Z/near end is coral red. The camera should begin behind the player near the red-goal end, looking toward the blue goal and downfield. The player is a chunky, rounded low-poly penguin character loaded from a stylized animal penguin model, with dark navy/black body, small orange feet, flippers, and a rounded head. Place the controllable penguin near the positive-Z end at the center of the field. Add a glowing pale-blue circular ring marker on the ground around the player. Also place two matching dark penguin defenders farther upfield, one offset left around (-3, -5) and one offset right around (3, -7); they should gently chase the soccer ball when it is more than about 1.5 units away from them. Use idle animation on the penguin models if available. Place a white faceted soccer ball at midfield, with a small dark hexagonal patch and a dark ring/stripe detail. The ball floats just above the grass and visibly bobs slightly. The player moves using WASD or the arrow keys, at roughly 5.5 units per second, with third-person camera follow. The core interaction is proximity kicking: when the player is within about 2.1 units of the ball, automatically add kick velocity to the ball, pushing it away from the player. Give the ball strong friction/drag so it gradually slows, clamp its X position within the field and its Z position inside the pitch, and make the dark ball stripe rotate while moving. The ball should bob more noticeably while it has velocity. A goal is scored when the ball crosses beyond the negative-Z end for Blue or beyond the positive-Z end for Red. Keep a Blue and Red score, initially 0–0. After scoring, briefly show a large centered goal announcement reading either "BLUE GOAL!" or "RED GOAL!", increment the appropriate score, and reset the ball to midfield with zero velocity and a short cooldown before it can score again. The HUD must remain visible over the 3D scene: a centered dark translucent rounded panel at the top labeled "PENGUIN SOCCER" and a large score reading "Blue 0 — 0 Red"; a bottom-center pill-shaped hint reading "Move with WASD / arrows • get close to the ball to kick". Use a clean system sans-serif font, light cyan/white text, rounded panels, subtle borders and shadows. Keep the experience as a single-screen interactive game with no menus or extra invented features.