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Pocket Drive

  • 3d
  • sports
  • football
  • arcade
  • franchise
  • touch
  • pixel-art
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. joe built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pocket Drive yet. Play it, then tell joe what you would add next.

Make your own game

Pocket Drive was built by joe 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 Pocket Drive 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.

Read the build brief for Pocket Drive

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 browser game titled “Pocket Drive,” a fast, touch-first retro American-football offense game with a lightweight franchise/front-office layer. Use an orthographic Three.js-style broadcast camera over a bright green football field, looking diagonally down the field from above and behind the offense. The field should be a long green rectangular turf surface with white yard lines every 5 yards, short hash marks, darker green end zones, blocky gray stadium/crowd structures along both sidelines, and a pale blue sky/backdrop. Use chunky low-poly voxel-like football players: simple rectangular legs, torso, and helmet, with team-specific body and helmet colors. Render with a crisp pixel-art feel and a dark pixel-font HUD using translucent charcoal panels, pale yellow/gold labels, white text, colored team accents, and large touch controls. Keep the camera centered near the active ball carrier and smoothly track forward movement; show a translucent blue line at the line of scrimmage, a translucent yellow first-down marker, and a gold ring beneath the active player.

The game opens on a franchise kickoff/setup overlay rather than immediately playing. Show the scoreboard across the top with the player team and opponent names/colors, scores, season/week or playoff stage, a fourth-quarter clock starting at 2:00, down-and-distance, ball position, record, coaching credits, and opponent stage. The setup screen lets the player cycle through six fictional teams—COMETS, BLIZZARD, BLAZE, ORBIT, TIDES, and GOLDS—using left/right buttons for the player team and rival, with visible color swatches. Let the player select one of three playbook concepts: FLOOD (A GO, B OUT, C DRAG), SLANTS (A SLNT, B DIG, C SLNT), or SMASH (A HITCH, B POST, C CORNR). Display a description/preview of the selected play. Start with 12 coaching credits and roster ratings from 1–5, initially QB, WR, RB, and K all at 2. The front-office panel must offer upgrade buttons for QB, WR, RB, and Kicker, with increasing coaching-credit costs and star ratings, up to a maximum of 5.

After starting a franchise, show a hub overlay before each matchup where the player can spend credits, choose the playbook, and launch the game. The season has four regular-season games. Opponent difficulty increases through the regular season, then a playoff game and Super Bowl can follow depending on the record; a lower regular-season record can also lead directly to a Super Bowl window or offseason according to the progression. Track wins, losses, titles/championship count, season/year, coaching credits, current opponent tier, and rewards. At the end of games award coaching credits based on scoring and result. After a season ends, show an offseason draft board with three fictional prospects (QB/WR/RB/K positions), each offering a rating boost for a credit cost; allow signing prospects, then begin the next year with a fresh four-game schedule. Preserve the simple fictional franchise systems, without using any real team names, copyrighted assets, or exact replica branding.

Each game is a short comeback-style fourth-quarter drive. The player begins on offense, generally behind on the scoreboard because the CPU score starts around 6 plus a small difficulty/random amount. There are downs and distance, a line of scrimmage, first-down target, ball-on-yard display, and a two-minute clock. A drive begins with the QB behind the line of scrimmage, three receivers spread across the field, and six opposing defenders. Before the snap/play, draw three colored route guide lines and endpoint markers across the turf. The chosen play determines the route shapes: Flood stretches a deep sideline route, an intermediate route, and a crossing/drag route; Slants uses inside-breaking routes; Smash uses an outside hitch, a deep post, and a corner route. Begin the play automatically after pressing the next snap/play button.

During a live play, provide a large virtual joystick on the bottom-left for movement and a BOOST button plus three pass buttons on the bottom-right. The joystick moves the QB or ball carrier in field X/Z directions; also support keyboard movement with WASD or arrow keys. While the QB has the ball, show the three route/pass buttons labeled according to the selected play (A/B/C) and allow tapping one to throw to that receiver. Animate the football as a small brown block/ellipsoid flying in a high arc toward the moving receiver. Receiver routes continue while the ball is in flight, defenders pursue receivers, the ball, QB, or carrier, and passes can be complete, incomplete, or occasionally intercepted based on QB/WR ratings and defensive coverage. On a completion, transfer control to the receiver, hide the pass buttons, and let the player run after the catch. While carrying the ball, BOOST temporarily increases running speed with a cooldown-like timer; use it to win yards after contact. Defenders can tackle the QB/runner, the runner can go out of bounds, and reaching the far end-zone goal line produces a touchdown. Clamp players inside the field sidelines.

After each non-touchdown play, update the ball position and down/distance. Gaining the first-down target resets to 1st down and moves the target; otherwise advance to the next down. On fourth-down failure, trigger turnover on downs and a CPU response drive. The CPU does not need a fully playable defensive possession: resolve its response probabilistically into 0, 3, or 7 points, update the opponent score, reset the drive, and return the player to a next-drive/next-snap choice. Drain several seconds from the two-minute clock for plays, more for turnovers/touchdowns, and end the game when the clock reaches zero. Make the initial goal a comeback win, though ties and defeats are valid outcomes.

When the player is in range on 4th down, show a secondary “KICK [distance]Y” button. A field goal attempt consumes clock and resolves by probability based on distance and kicker rating, awarding 3 points on success or producing a miss and CPU response. When a touchdown is scored, show a conversion overlay with “KICK XP” and “GO FOR 2”: the extra-point attempt has safer odds improved by kicker rating and awards 1 point if good; going for two has riskier odds based on offensive ratings and awards 2 if successful. Then resolve a CPU response drive. At game end show VICTORY, DEFEAT, or TIE GAME, the final fictional team scores, earned coaching credits, and the franchise progression button.

Keep controls and UI responsive for mobile portrait/landscape screens. Use a large circular translucent virtual joystick with a smaller movable center stick, rectangular pixel buttons, a compact overlay card, and buttons that only appear in valid states: pass choices only while the QB has the ball, BOOST only for a live runner, field-goal choice only when eligible, conversion choices only after touchdowns, and franchise/draft controls only in their respective overlays. The overall visual style should match the supplied screenshot: green striped football field filling the screen, tiny block players, strong diagonal overhead perspective, dark transparent HUD/menus, gold pixel headings, orange primary action buttons, and a retro arcade/manager presentation.

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