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Pocket League

  • 3d
  • arcade
  • car-soccer
  • sports
  • neon
  • 1v1
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. ttk built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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

Make your own game

Pocket League was built by ttk 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 League 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 League

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 3D arcade car-soccer game titled “Pocket League,” inspired by a compact Rocket League match. Use a clean, dark neon arena rendered with simple geometric shapes and a slightly elevated third-person follow camera positioned behind and above the human car, looking toward it and the play area. The arena is a rectangular field about 36 units wide by 56 units long in the horizontal x/z plane, with a very dark navy floor, subtle blue grid lines, a thin glowing blue center line running lengthwise, foggy near-black navy surroundings, and solid dark-blue side and end walls about 4 units high. The end walls are split around wide goal openings.

The game is a 1v1 match: the player controls a cyan/teal car and an opposing CPU controls a pink/magenta car. Build each car from simple meshes: a low rectangular body roughly 2 wide by 3.1 long, a smaller dark cabin on top, and four small black cylindrical wheels. Place the player initially near one end of midfield (around z=18) facing toward the opposite end and the CPU near the other end (around z=-18) facing back toward the player. The car orientation should matter for driving and steering.

Place a bright white, slightly glowing spherical ball at the center, with a faint blue torus/ring glow around it. Use simple arcade physics in the x/z plane: cars accelerate and brake/reverse, have friction and speed limits, collide with each other and the ball, and transfer momentum to the ball on impact. The ball has light friction, a maximum speed, and bounces off the side and non-goal portions of the end walls. Allow the ball to enter either goal mouth. Goals are wide openings approximately 14 units across and 2.4 units deep, with simple luminous rectangular frames: cyan/blue at the far CPU goal and pink at the player’s goal. A goal is scored when the ball travels beyond the end goal line while inside the goal opening.

The objective is to score by bumping the ball into the opponent’s goal. Display a top-left HUD with translucent dark rounded pills showing “YOU 0,” “CPU 0,” and “BOOST 100%” (with live values). The first side to reach 5 goals wins. After every goal, reset both cars and the ball to their kickoff positions and briefly show “YOU SCORED — kickoff” or “CPU SCORED — kickoff”; show “Kickoff!” at initial start. When someone reaches five, pause the match and show “YOU WIN — press R to restart” or “CPU WINS — press R to restart.” Pressing R during normal play resets the ball and both cars to kickoff without changing the score; pressing R after a match win restarts the entire match and clears the score.

Controls: W or Up Arrow accelerates forward, S or Down Arrow brakes/reverses, A or Left Arrow steers left, D or Right Arrow steers right, and Space activates boost while accelerating forward. Give each car a boost meter from 0 to 100%; boost is consumed while used and gradually regenerates when not boosting. Boost should provide a short, noticeably stronger acceleration burst and a simple brief white/noise-like boost effect. The player’s boost percentage must update live in the HUD. The CPU should autonomously pursue the ball, steer toward it, accelerate, and use boost for long straight approaches; when the ball threatens the player goal, it should defend near that end rather than blindly chase.

Use soft shadows, a hemisphere light and directional light so the cars, ball, walls, and goal frames read clearly. Keep the visual style minimal, polished, and neon: dark navy floor and environment, cyan player car and goal accents, pink CPU car and goal accents, blue center markings, bright white ball, and translucent glassy HUD panels with pale lavender text. The camera should smoothly follow the player car, staying behind its current facing direction and roughly 10.5 units high and 12.5 units back, while looking near the car and ball area. Include simple synthesized audio feedback: a short blip on ball/car hits, distinct tones and a puff/noise on goals, and a puff/noise while boosting. Audio should initialize only after a click or key press, with a startup message such as “Click or press any key to enable audio — then WASD drive.” The main instruction message should read “WASD drive — Space boost — R reset” after temporary kickoff or startup messages expire.

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