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Arcade › Pocket League

Pocket League

  • 3d
  • sports
  • soccer
  • arcade
  • football
  • local-player-vs-ai
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. It was built 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 the creator what you would add next.

Make your own game

Pocket League was built 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 browser 3D arcade soccer game titled “Pocket League,” built in Three.js with a bright low-poly broadcast presentation. Use an elevated, slightly angled third-person camera looking down at a rectangular full soccer pitch; the camera should smoothly follow the ball or its current owner and keep the action centered. The field is approximately 44 units wide by 62 units long, striped in alternating greens, with crisp white touchlines, halfway line, center circle and spot, penalty boxes and six-yard boxes. Place a white goal with posts, crossbar, translucent netting and a shallow goal depth at each short end. Surround the pitch with sparse chunky low-poly gray/blue stadium stand blocks and use a light blue sky/fog background, soft shadows and bright ambient lighting.

There are two teams: blue, controlled by the player, and red, controlled by AI. Each side has four outfield players and one goalkeeper. Represent players as simple stylized low-poly figures: colored capsule-like jersey torso, matching dark shorts, small skin-colored spherical head, two blocky legs and a soft circular ground shadow. Blue players use vivid blue shirts and dark navy shorts; red players use coral/red shirts and dark red shorts. Goalkeepers use contrasting yellow/orange shirts. Show a glowing yellow selection ring beneath the currently controlled blue outfield player. The blue team attacks toward the top/negative-Z goal and red attacks toward the bottom/positive-Z goal.

Implement a complete small-sided match loop. The player controls the nearest/relevant blue outfield player: when blue has the ball, control follows the ball carrier; when red has it or the ball is loose, select the closest blue outfield player to the ball. Move with WASD or arrow keys, sprint with either Shift key, pass or switch player with Space, loft a leading through ball with K, and shoot while attacking or tackle/poke the ball while defending with J. Space should make a grounded pass to a teammate selected using the movement direction and forward-lane logic; if the active player is not the ball carrier, Space switches to the nearest blue player. K should make a lofted through pass into space ahead of a runner. J should shoot toward the opponent goal when the active player owns the ball, with aim influenced modestly by movement input; when defending and close to the ball, J should knock it forward as a tackle. Prevent key repeat behavior by triggering pass, through-ball, shoot and tackle actions on button/key press edges.

Give the ball simple readable physics. When possessed, it stays just ahead of the owner’s feet and follows the owner’s direction. On a pass, shot or tackle it becomes loose, receives horizontal velocity with friction, and can have vertical lift and gravity with a small damped bounce. Keep it inside the pitch boundaries with side rebounds and clamp it near the goal back limits. Nearby players automatically collect a low loose ball into possession. Track the last-touch team for sensible possession and kickoff behavior. Detect a goal when the ball crosses either goal line inside the goal width and below crossbar height. Award a goal to Blue when it enters the red goal and to Red when it enters the blue goal, then reset all players to their starting formation and restart from the center with the opposing team taking kickoff.

Add lightweight AI for all non-controlled players. Red outfielders should chase the loose ball or blue carrier, move the ball toward the blue goal when they possess it, make occasional short passes to teammates, and shoot when within roughly the attacking range. Red teammates without the ball should support the carrier while retaining some spread. Non-controlled blue outfielders should support the blue carrier or chase the ball when possession is contested. Both keepers should stay near their own goal line, shift laterally toward the ball within a limited engagement range, and avoid roaming far upfield. Add simple running leg animation based on movement speed and orient players in their travel direction.

Use a 120-second countdown match clock, ending at zero. At full time freeze gameplay and show a dark translucent centered overlay reading “Full Time,” the final “Blue X - Y Red” score, and a result message such as “You win — press R to restart,” “Red wins — press R to restart,” or “Draw — press R to restart.” Press R after full time to reset scores, timer, player formations and kickoff. Show goals and ball-winning/pass/shoot/tackle/kickoff feedback through a status message.

Build a broadcast-style HUD over the canvas using translucent dark navy rounded panels with subtle borders and blur. At the top show the score prominently as BLUE 0 : 0 RED, with blue and red team colors, and show the countdown time. Also show current possession (BLUE, RED or Loose), current control role (“Ball Carrier” or “Closest Defender”), and the latest status text. Include a compact translucent radar/minimap overlay like the reference: a small green rectangular pitch with white border/center markings and colored dots for blue players, red players, and the ball, updating as the match moves. Include a bottom controls hint listing movement, sprint, pass/switch, through ball, and shoot/tackle controls. Make the HUD responsive so the information stacks cleanly on narrower screens. Keep the visual style clean, colorful, low-poly and readable rather than photorealistic.

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