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Arcade › Pocket Soccer
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Marie Chrismonise DorAnty built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pocket Soccer yet. Play it, then tell Marie Chrismonise DorAnty what you would add next.
Pocket Soccer was built by Marie Chrismonise DorAnty 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 Soccer 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.
Create a playable 3D arcade soccer game titled “Pocket Soccer,” designed for desktop and mobile portrait screens. Use a bright stylized low-poly Three.js-like presentation with a high, slightly tilted third-person camera looking down the length of a rectangular green soccer pitch. The camera starts above and behind the blue player near the south end, at roughly (0,17,14), looking toward the far/north goal; smoothly follow the player’s position slightly as they move. Use a sky-blue background with light fog, soft shadows, bright ambient/directional lighting, and a brown raised border/platform around the field. The pitch is a long green rectangle, approximately 17 units wide by 26 units long, with alternating subtle horizontal grass stripes and crisp white markings: outer boundary, halfway line, center circle and center spot, plus penalty boxes and smaller goal boxes at both ends. Put a white rectangular soccer goal with posts, crossbar, translucent wireframe-like netting at each end. Add simple stands behind both goals made from repeated blocky blue and red seat sections, and optionally scattered stylized grass tufts around the outer border. The player’s goal is the north goal and the opponent’s goal is the south goal, as implied by the starting positions and scoring logic. The player is a small rounded/capsule-like blue character with a white ring/trim, positioned initially at (0, 6.8) on the field. The opponent is a red rounded/capsule-like goalkeeper near the north goal at approximately (0, -11.5), with dark trim. The ball is a white soccer ball (a simple white sphere fallback is acceptable, with a rounded soccer-ball asset if available) starting near midfield. Give the ball a soft circular shadow on the grass and make it visibly roll/rotate as it moves. Core gameplay: control the blue player to dribble and kick the ball into the far north goal while the red goalie tracks and defends. The match lasts 90 seconds and ends immediately when the timer reaches zero. The first side to reach 5 goals wins early. Blue scores when the ball crosses the north end line within the goal width; Red scores if the ball crosses the south end line within the goal width. A goal increments the appropriate score, freezes the ball for about 1.5 seconds, shows a scoring announcement, then resets player, goalie, and ball for kickoff unless the match has ended. After a goal, restart the ball direction based on the current score. If the ball hits a side boundary, clamp it inside and bounce it back with reduced speed; shots should also lose speed gradually from drag. Keep ball velocity limited to roughly 14 horizontally and 16 along the pitch. Movement: support WASD and arrow keys, with optional Shift sprint, and on-screen touch controls. The player moves at about 7.5 units/second, is constrained inside the pitch, and turns to face the movement direction. When close to the ball (within roughly 1.55 units), movement gently pushes/controls it and collision resolution prevents overlap. Press Space or a large on-screen SHOOT button to kick only when within roughly 1.65 units of the ball. The kick has a short cooldown (about 0.38 seconds), applies a strong impulse around 8.8, and aims mostly in the player’s current movement direction, blended slightly toward the ball; if stationary, shoot toward the opponent/north goal. Show “Shot!” after a kick. The red goalie continuously follows the ball’s x position near the north goal, with a small side-to-side motion and collision push. When touched near its goal, it can clear the ball back toward the field on a cooldown and display “Saved!”. Build the mobile HUD as fixed HTML-style overlays above the 3D scene. At the top center show a dark translucent rounded panel with large bold white text “Blue 0 - 0 Red” and below it “90s left.” Beneath that show a dark translucent pill announcement initially reading “Kickoff!”, changing to “Shot!”, “Saved!”, “Goal for Blue!”, “Red scores!”, “Blue wins! Tap restart.”, “Red wins! Tap restart.”, or full-time draw/winner messages as appropriate. Beneath the announcement show the instruction: “WASD / arrows to move — Space or SHOOT to kick”. On mobile, show a translucent four-direction D-pad in the bottom-left with separate ▲, ◀, ▶, ▼ buttons that support press-and-hold movement, and a large translucent blue circular SHOOT button in the bottom-right. On desktop, keyboard controls remain active while the touch UI can remain visible. When the match is over, change the SHOOT button label to “RESTART”; tapping it or pressing Enter resets score to 0–0, timer to 90 seconds, clears game-over state, and starts a new kickoff. Use responsive styling, prevent page scrolling/zooming during touch play, rounded translucent controls, and strong readable white typography. Keep the aesthetic simple, colorful, toy-like, and arcade-focused rather than realistic.