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Arcade › Premier Kickoff
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Azu Sammy built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Premier Kickoff yet. Play it, then tell Azu Sammy what you would add next.
Premier Kickoff was built by Azu Sammy 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 Premier Kickoff 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 compact 3D arcade soccer game titled “Premier Kickoff 27,” presented in a portrait-friendly fullscreen layout. Use a dark navy/near-black background and a bright green rectangular soccer pitch viewed from a high, slightly angled top-down camera. The camera should follow the user-controlled player while keeping the field centered; use simple 3D geometry, soft shadows, fog, and clean original stylized visuals rather than realistic/licensed assets. Build the match field as a green rectangular pitch with pale mint/white markings: a halfway line, outer boundary lines, and a center circle. Put a simple white goal at each short end, made from two vertical posts and a crossbar. The playable field is approximately 27 units wide and 18 units long, with goals beyond the ends. Add a small off-white soccer ball and ten simplified humanoid players: each player is a capsule-like colored body, a small skin-colored spherical head, and a colored cylindrical base/boot detail. The user’s team has five players total and the opponent has five players total. There are no crests, faces, crowds, nets, or licensed assets. At launch, show a centered dark translucent rounded “Matchday” setup panel over the pitch. The top HUD remains visible with the bold title “PREMIER KICKOFF 27,” a rounded “5V5” pill, and a score display reading “0 - 0.” The setup panel should explain that the player chooses a 2026/27 Premier League club for a compact arcade match and that clubs and kit colors are represented in an original fan-made style with no official crests, likenesses, or licensed eFootball assets. Include two dropdowns labeled “YOUR CLUB” and “OPPONENT,” populated with these choices: Arsenal, Aston Villa, Bournemouth, Brentford, Brighton & Hove Albion, Chelsea, Coventry City, Crystal Palace, Everton, Fulham, Hull City, Ipswich Town, Leeds United, Liverpool, Manchester City, Manchester United, Newcastle United, Nottingham Forest, Sunderland, and Tottenham Hotspur. Default the selections to Liverpool and Chelsea. Include a large bright green “Kick off” button. When Kick off is pressed, hide the setup panel, spawn the selected club’s user player and four teammates in their selected kit color, and spawn five opponents in the opposing kit color. Start the ball at midfield and the score at 0-0. The user controls one player with WASD or arrow keys; also support a touch joystick through the control system. Use responsive movement on the pitch, with the camera smoothly following the player from above and behind. Show a bottom-center dark pill-shaped help hint reading “WASD / arrows to move · Space to shoot · P pass · T tackle · touch joystick supported.” Implement the arcade rules shown by the mechanics: Space shoots only when the user is within roughly 1.7 units of the ball, sending it away from the player at high speed with a short cooldown. P passes to the nearest teammate when the player is close enough to the ball and the teammate is within range, sending the ball toward that teammate. T tackles a nearby opponent, knocking the ball away from that opponent with a short cooldown. If the user is close to a nearly stationary ball, have the ball follow/settle in front of the player. The ball should decelerate quickly as it rolls, remain clamped within the field bounds, and be reset to midfield after a goal. Teammates and opponents should automatically move toward the ball; opponents move somewhat faster than teammates and can influence the ball when they reach it. Award one goal to the user’s team when the ball crosses the far end line and one goal to the opponent when it crosses the opposite end line. Update the top score immediately and reset play at midfield after each goal. Run a 90-second compact match timer internally; when time expires, stop the match and show the setup panel again with its heading changed to “Full time · [home score] - [away score].” Keep a “New match” secondary button available during play near the lower-right corner to restart/setup another match. Use a clean responsive sans-serif UI with bold white headings, pale gray explanatory text, dark translucent panels, rounded controls, and bright green action buttons.