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Arcade › PLS27
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PLS27 was built by pinkhydra.tfs 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 PLS27 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.
Rebuild a browser-playable arcade pixel soccer game titled “PLS27 // PIXEL LEAGUE,” using a single responsive pixelated canvas with HTML/CSS HUD overlays. The game should open on a dark navy menu screen. Center a charcoal-blue menu card with a thick slate border and hard black offset shadow. Show a huge italic, bold neon-green “PLS27” logo with black drop shadow, a gold “PIXEL LEAGUE SOCCER” subtitle, and three centered stats reading “4 MODES,” “8 TEAMS,” and “90s MATCHES.” Provide four large outlined buttons in a two-column grid: bright green “QUICK MATCH,” then “TOURNAMENT,” “SKILLS ARENA,” and “SETTINGS.” Include muted explanatory text about an original pixel-football slice for keyboard and touch. The overall visual style is crisp, chunky, high-contrast 2D pixel art, with no image assets and no antialiasing. When Quick Match or Tournament is selected, hide the menu and show a top-down soccer pitch on a very dark blue background. The pitch occupies roughly 85% of the canvas width and 80% of its height, with a striped green grass fill, pale mint boundary lines, center line, center circle and spot, penalty boxes, and small outlined goals extending outside either end. Add a tiny “PLS27” marking on the grass. The HUD remains over the canvas: at top left, a dark translucent bordered scoreboard reading “BLUE 0 — 0 RED”; at top right, “PLS27 // PIXEL LEAGUE”; under it, a mode/time label such as “EXHIBITION // 01:30” for Quick Match or “CUP ROUND 1 // 01:30” for Tournament. On desktop, display a small help legend at upper right indicating WASD movement, SPACE kick, and SHIFT sprint. Implement a 90-second match clock for Quick Match and Tournament. Reset the score and place eight blocky players: four blue players on the left half and four red players mirrored on the right, including a goalkeeper at each end. Each player is a compact pixel character made from rectangles: team-colored shirt/body, peach face, dark hair, pale shoes, small contrasting eyes/details, and a white number. Blue is bright blue with dark blue shading and light-blue accents; Red is red with maroon shading and pale red accents. The currently controlled blue player has a yellow rectangular selection outline and a yellow downward triangle above their head. Draw the ball as a white square with dark pixel patches and a short fading square trail. Controls: WASD or arrow keys move the selected blue player; movement accelerates toward a target speed, normal speed is about 175 and holding either Shift key enables a sprint around 260. Keep players within the pitch bounds. Press Space, or the large on-screen circular gold KICK button, to kick if the ball is within about 46 pixels: launch it away from the player at high speed, with a small velocity contribution from the player. Show a temporary bottom toast such as “POWER SHOT!” after a successful kick. Press Tab or the on-screen SWITCH button to cycle among the four blue players. Nearby blue players can also become selected automatically when they approach the ball. Basic AI should move non-selected blue players toward home positions or toward the ball when close, while red players track the ball and can kick it toward the blue goal when nearby. The ball should slow heavily from friction, bounce off the top and bottom pitch boundaries, and reset to midfield after crossing either goal line. A goal into the right side awards Blue; a goal into the left side awards Red, then show “GOAL BLUE!” or “GOAL RED!” in a temporary bottom toast and update the scoreboard. At 00:00 pause the match and show a toast saying “FULL TIME — press R to rematch or M for menu.” Press R to restart the current mode and M to return to the menu. Add the Skills Arena mode. It uses a 45-second clock-free skill setup with one selected blue striker near the lower part of midfield and one red keeper near the upper part of midfield. Label the mode “SKILLS ARENA // HIT THE TARGET,” show the instruction toast “Score by shooting through the target!”, and draw a yellow outlined vertical target zone at the right goal area with the label “TARGET.” Kicking the ball through the goal/target should increment the blue score and show “TARGET HIT! +1,” then reset the ball to center. Keep the same movement, kick, sprint, switch, toast, pixel field, ball, and touch controls. The Settings button does not open a separate settings screen; instead, keep the game/menu state and show a toast reading “SETTINGS: pixel mode, touch controls, 60 FPS.” Use responsive sizing so the game fills the viewport inside a centered app capped around 1180x760, with a mobile layout that makes menu buttons one column and hides the desktop help legend. Always render with pixelated/crisp edges and a restrained palette: near-black navy background, charcoal panels, slate borders, neon green accent, gold highlights, mint field markings, white HUD text, and hard offset shadows. On touch devices overlay four square directional buttons at bottom right (up above down, left and right beside down), plus the gold KICK circle at bottom left and a smaller SWITCH button above it. Buttons should visibly brighten when pressed.