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Arcade › Pixel Gridiron
Click the game above and it runs right here in your browser. No download, no installer, no account needed. JUJU Coolguy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pixel Gridiron yet. Play it, then tell JUJU Coolguy what you would add next.
Pixel Gridiron was built by JUJU Coolguy 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 Pixel Gridiron 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 game titled “Pixel Gridiron,” a retro 2D American-football arcade game rendered on a full-screen HTML canvas with pixelated/crisp-edged graphics and a dark navy UI. Use a fixed 960x540 logical field that scales to the window. The top HUD has three dark translucent navy panels with thick yellow borders and drop shadows: the home panel shows “Pixel City Boars,” points, and season record; the center panel shows quarter/time, down-and-distance and ball yard, plus OFFENSE or DEFENSE; the away panel shows “Metro Comets,” points, and the current week. Use a blocky “Press Start 2P”-style monospace pixel font, white text, yellow #facc15 controls, navy background, and minimal retro audio beeps. The central play area is a flat, top-down football field. Draw green turf with alternating vertical stripes, white boundary and yard lines, numbered 10-yard markings, blue left end zone labeled BOARS vertically, and dark red right end zone labeled COMETS vertically. Draw a dashed cyan line at the line of scrimmage and a solid yellow first-down line. The home offense uses cyan/blue square pixel players, while the opposing defense uses pink/red square players; each player has a tiny helmet/head detail, skin-colored face block, black shadow, and the currently controlled home player has a yellow outline. Draw the football as a small rotating brown pixel rectangle with a white stripe. The core loop is: choose a play, snap the ball, move the controlled offensive player, advance toward the opponent end zone, and score more points than the AI over four 75-second quarters. Start with the Boars on offense at their own 25-yard line, first-and-10. Include four large yellow play buttons along the bottom: “HB RUN,” “SLANTS,” “BOMB,” and “KICK/PUNT.” On a run, control the running back immediately. On pass plays, control the quarterback initially; receivers run visible dashed yellow routes (shorter slants for SLANTS and deeper routes for BOMB), and the player can click-drag on the field to show a yellow aiming line/circle and release to throw toward the nearest intended receiver. Passes travel through the air, can be incomplete or intercepted by defenders, or completed so control transfers to the receiver. Support movement with WASD or arrow keys and equivalent touch D-pad buttons. Add a mobile D-pad with four yellow arrow buttons in the lower-left and a large round cyan “JUKE” button in the lower-right. Space, clicking while running, or JUKE performs a juke/dive: shift the carrier vertically, show a brief yellow circular flash, and briefly stun nearby defenders. Defenders should chase the ball carrier; on pass plays some defenders cover receivers. End a play when the carrier is tackled or goes out of bounds, update the ball yard, gained yards, down and distance, and show short centered navy message cards with yellow borders such as “RUN! Find a lane,” “PASS! Drag/click the field to aim, release to throw,” “COMPLETE!”, “FIRST DOWN!”, “TACKLED,” “INCOMPLETE!”, and “INTERCEPTED!”. Award a first down when the yellow marker is reached; after fourth-down failure, turn the ball over. Implement scoring and special teams as shown by the rules in the UI: a touchdown is worth 6 and then the Boars can choose KICK for an extra point or run/pass for a two-point conversion. KICK/PUNT opens a horizontal kick meter with a moving red/yellow/green gradient fill; press Space or click to stop it. If close enough, a centered kick can score a 3-point field goal; otherwise kick/punt the ball downfield, with punts changing possession. Extra points can score 1, and successful two-point conversions score 2. After scores or turnovers, switch possession and reset formations/drives. Include simple AI possessions where the Comets automatically run toward the opposite end zone, occasionally pass, and can score; the player sees DEFENSE during those possessions. Run four quarters, each 75 seconds of active play. At the end of the fourth quarter display a final message such as “YOU WIN!” or “YOU LOSE” with both scores and “Press ENTER for next week.” Maintain a season mode: team is Pixel City Boars, opponents rotate through Comets, Vipers, Owls, and Rhinos, show week and win-loss record in the HUD, and pressing R toggles a season panel showing season record and player stats (pass yards, rush yards, touchdowns, interceptions, field goals). Press Enter after a finished game to begin the next week with a new opponent and reset score/time. Include a small bottom hint listing movement, juke/click, pass dragging, and R controls. Keep the art deliberately flat, geometric, low-resolution/pixel-art, with no 3D camera or realistic textures; the field and HUD should remain readable on both desktop and mobile layouts.