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Arcade › Pitch Eleven
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Pitch Eleven was built by Dablo 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 Pitch Eleven 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.
Recreate a playable 3D arcade soccer match called “Pitch Eleven.” Use a Three.js-style 3D scene with a high, elevated broadcast camera looking down at a full rectangular soccer pitch; the camera should smoothly follow the ball or its current holder, shifting modestly along the field while staying around 82 units high and angled toward the ground. The field is approximately 120 units long by 78 wide, with alternating dark and light green horizontal grass stripes, white touchlines and goal lines, a halfway line, center circle and spot, penalty boxes, six-yard boxes, and penalty spots. Add goals at both short ends with white posts, crossbars, and translucent pale nets. Surround the pitch with dark blue-gray stadium stands, simple alternating blue/red block spectators, and four tall floodlight poles with rectangular lamps. Use soft shadows, bright daylight, pale blue sky background and light fog for a colorful stylized low-poly presentation. Create two complete teams of 11 players in 4-4-2 formations: Royal Blue (the human-controlled home team, attacking toward positive X) and Crimson FC (AI away team, attacking toward negative X). Each player is a simple stylized 3D humanoid assembled from rounded capsule-like geometry: colored torso, skin-colored spherical head, dark shorts, skin-colored arms and legs, and a small flat circular shadow beneath. Royal Blue outfield kits are vivid blue; Crimson FC outfield kits are red/crimson. Give each goalkeeper a distinct kit: yellow for Royal Blue and mint green for Crimson FC. Roles are GK, LB, LCB, RCB, RB, LM, LCM, RCM, RM, LS, and RS. Show a yellow selection ring beneath the currently controlled Royal Blue player. Animate running with alternating leg and arm swings and slight torso sway. The ball is a small white soccer ball with a dark polygonal/pentagon-like accent and a ground shadow. Implement possession magnetism: when a player comes within about 1.35 units of a loose ball, the nearest player claims it. While possessed, carry the ball just ahead of the player’s facing direction with a subtle side-to-side dribble sway. When kicked, the ball becomes loose, follows velocity with gravity, bounces and slows on the grass, and can be reclaimed. Keep players inside the pitch boundaries. The human controls one Royal Blue outfield player. On desktop, WASD or arrow keys move the controlled player, Shift sprints, J passes, K shoots, and L switches control. On mobile, provide a left virtual thumb joystick plus four on-screen buttons labeled PASS, SHOOT, SWITCH, and SPRINT; sprint is held while its button is pressed. Pass and shoot should also act as a tackle-select/switch behavior when the controlled player does not have possession: cycle control to the nearest Royal Blue player to the ball. Switching likewise selects the nearest home player to the ball. The selected player should be clearly indicated in the HUD and with the ring. Implement passing: when a player with possession passes, select a suitable teammate 6–36 units away, favor forward progress and flank space, lead the target based on its velocity, and penalize lanes that are crowded by opponents. Passes should have moderate power based on distance and a small loft. Implement shooting toward the opposing goal, aiming near the goal center with limited lateral variation; shots should have stronger power and extra lift, especially near the box. The AI should control every non-human player: maintain the 4-4-2 shape, adjust positions in relation to the ball and team progress, support a teammate in possession, press/chase when out of possession, and keep nearest players involved. AI ball carriers should pass when pressured or after holding the ball briefly, and shoot when close to goal or heavily pressured. There are no sliding tackles, fouls, commentary, replays, team selection, or difficulty settings. Detect goals when the ball crosses either end line within the goal width and below the goal height. Increment the appropriate score, briefly display a scoring announcement, reset all players into their formation with slight positioning jitter, and restart from kickoff; after a goal, the other team takes kickoff. Start with a kickoff announcement. Run a 300-second match clock, displaying minutes and seconds; at 150 seconds switch from “1st Half” to “2nd Half,” announce SECOND HALF, and reset formation for kickoff. At 300 seconds stop play and show Full Time with either DRAW, ROYAL BLUE WIN, or CRIMSON FC WIN. Build a polished overlay HUD. At the top center show two dark translucent glass-like score panels: ROYAL BLUE with its score on the left, CRIMSON FC with its score on the right, and a central digital match clock with the current half/full-time state. Place a small radar/minimap in the lower-left showing a green pitch rectangle, halfway line, center circle, blue and red dots for all players, a highlighted larger dot for the controlled player, and a pale yellow ball dot. On desktop show a lower-center panel reading the controlled role and team, plus a hint line: “Move: WASD / Arrows · Pass: J · Shoot: K · Sprint: Shift · Switch: L”. On mobile hide that hint panel and position the radar above the bottom controls. Display temporary centered announcement banners for KICKOFF, PASS, SHOT, CONTROL [role], goals, SECOND HALF, and full time. Use a modern condensed sports font, translucent navy panels, blue/red team accents, and responsive portrait/mobile layout. In mobile portrait view, keep the pitch visible behind a large translucent joystick at bottom left and a 2x2 group of large colored action buttons at bottom right; use blue for pass, orange-red for shoot, purple for switch, and green for sprint.