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Arcade › Pitch Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mark Wilson built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pitch Rush yet. Play it, then tell Mark Wilson what you would add next.
Pitch Rush was built by Mark Wilson 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 Rush 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 compact playable 3D arcade soccer attack game titled “Pitch Rush,” rendered in a bright stylized low-detail Three.js-like 3D style. Use an overhead trailing perspective camera that follows the currently selected blue teammate from behind and above; keep the selected player and the play developing ahead visible, with a wider horizontal view in landscape and a higher/offset view in portrait. The scene has a vivid green rectangular soccer pitch approximately 42 units wide by 62 units long, with alternating mowing stripes, white outer boundary lines, a halfway line, center circle and center spot, penalty/goal boxes at both ends, and simple white goals with posts, crossbars, and translucent pale nets. Show a light blue sky-colored background with atmospheric fog, bright ambient/directional lighting, and soft shadows. Do not add a stadium or crowd; the visible setting is primarily the marked green pitch and sky background. The player characters are small stylized humanoids with recognizable capsule-like torsos, spherical heads, hair caps, skin-colored arms and heads, shorts, socks, shoes, and animated swinging arms/legs while moving. The user controls one of four blue-team outfield players, indicated by a yellow torus marker on the ground. Blue players wear bright blue shirts with dark blue shorts; red opponents wear red shirts with dark red shorts and pale socks. Place three red defenders upfield who drift around home positions but pressure the ball carrier or loose ball with varied movement timing, speeds, acceleration, and lateral wobble. Include a blue goalkeeper at the near/end goal and a red goalkeeper at the attacking goal; goalkeepers track the ball across the goal mouth and rush slightly when the ball approaches, and can take possession and clear the ball. Keep player collision pushing and simple tackle/interception behavior. The objective is to attack toward the far positive-Z goal and score. Initially place the four blue players around z=10, z=0 on the left and right lanes, and z=-10, with the loose white soccer ball at approximately the center-left/near half at z=-6. The player must move into the ball to gain possession. When possessed, the ball is tethered just ahead of the owner’s facing direction and follows their movement, creating dribbling. A selected blue player moves with WASD or arrow keys, with acceleration/deceleration and clamped boundaries; teammates autonomously maintain staggered forward/lateral support positions and do not all move in sync. Press X to pass: release the ball and kick it toward the best-positioned other blue teammate, prioritizing a more forward z position with a modest sideways-distance penalty. Press Space to shoot: release the ball and launch it toward the far goal, aiming based on the shooter’s x position but clamped within roughly the central goal area; shot power is strong and increases slightly when farther upfield. Passes and shots are loose rolling/low balls with friction/drag, wall bounces at the sidelines, and forward/back boundary handling. The ball can be picked up by any nearby player; defenders can win it through pressure and clear toward the opposite direction, while the red goalkeeper can save shots. A goal occurs when the ball crosses beyond the far positive-Z goal line inside the goal mouth, increments the score, displays a large “GOAL!” banner, and automatically resets the formation and ball after a short delay. An own goal crossing the near negative-Z goal should show an own-goal status and reset. The R key resets the current kickoff/positions. Add a translucent dark green/black HUD overlay in the upper-left/top area. It should show a rounded “Pitch Rush” title panel, a rounded “Score: 0” panel that updates, and during desktop play a rounded status panel such as “Status: Dribble into the ball,” “In possession,” “Pass played,” “Shot away,” “Tackle won,” “Saved by the keeper,” “Goal scored — press R or wait,” or “Kick off again.” On desktop also show the control legend: “WASD/Arrows move · X pass · Space shoot · C switch · R reset.” Press C cycles the selected blue teammate and updates the yellow marker/status. Use a large centered rounded green GOAL! banner with a white border when scoring. On mobile/coarse-pointer layouts, hide the status and desktop legend to keep the HUD compact, retain the title and score, and show safe-area-spaced touch controls along the bottom: a translucent circular virtual joystick on the left with a draggable white knob, and green action buttons on the right labeled Shoot, Pass, and Switch, with Shoot as the larger button. Support both keyboard and touch input, responsive resizing, and prevent page scrolling while playing. Include simple synthesized feedback sounds for possession, passing, shooting, clearances, saves, and goals if browser audio is available.