Appearance
Arcade › Premier League Cup
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Charlotte Airey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Premier League Cup yet. Play it, then tell Charlotte Airey what you would add next.
Premier League Cup was built by Charlotte Airey 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 League Cup 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 browser-based arcade soccer game titled “Premier League Cup,” implemented as a responsive full-screen 2D HTML canvas game with an HTML/CSS overlay HUD. Use a dark navy background (#07111d), clean Arial-style typography, cyan outlines, gold highlights, and rounded glassy navy panels. The game should work on desktop and mobile, with touch controls and keyboard controls. Start on a centered menu panel, approximately 520px wide on larger screens and 92vw on small screens. Show the title “Premier League Cup” in large white text and the subtitle “Choose your club for a fast top-down tournament match.” Below it, display a two-column grid of selectable club buttons with these 20 names, in this order: Arsenal, Aston Villa, Bournemouth, Brentford, Brighton, Chelsea, Crystal Palace, Everton, Fulham, Leeds United, Liverpool, Manchester City, Manchester United, Newcastle United, Nottingham Forest, Sunderland, Tottenham, West Ham, Wolverhampton, Burnley. Arsenal is selected initially with a gold border and brown/gold fill; unselected buttons are dark blue with subtle blue borders. Under the grid, show a dynamically updated selected-club squad note listing up to seven players with positions and numeric ratings/stars. Include a full-width gold “Start tournament” button and the small disclaimer: “Original arcade game using Premier League club names — no official league or player licenses included.” Use the supplied club/player data and ratings behavior: each club has a small squad list, and the first five squad entries become the starting player and four teammates, assigned slots GK, DEF, MID, WNG, and FWD. Display player names, positions, and ratings above the characters. Known ratings include examples such as Erling Haaland 92, Rodri 91, Cole Palmer and Mohamed Salah 90, Martin Odegaard and Phil Foden 89, and the game’s other listed ratings; unspecified player ratings are deterministic values in the 76–86 range. Keep the club names and player names as ordinary text only, without official crests or licensed imagery. When Start is pressed, choose the selected club as the home team and select an opponent from the other clubs using a deterministic round-based choice (initially Chelsea when Arsenal is selected). Hide the menu and show a top-center score HUD: a dark translucent rounded box with cyan border, the matchup text “HOME v AWAY,” a large gold score such as “0 — 0,” and a clock reading “Minute 0.” Run a 75-second real-time match, with the clock mapping the elapsed 75 seconds to football minutes 0–90. At full time, stop play and show a centered result panel with “Victory!”, “Defeat”, or “Draw,” followed by “HOME score — score AWAY,” plus a gold “Continue” button. Continue starts another match for the same selected club using the same setup behavior. The playable area is a centered, flat, top-down green football pitch with responsive dimensions, up to roughly 860 by 500 pixels, leaving room for the HUD and controls. Draw a darker green rectangular field with pale white boundary lines, a halfway line, a center circle, rectangular penalty areas near both ends, and simple white goal blocks extending outside each goal line. Put team names above the left and right halves. There is no scrolling camera: the complete pitch remains visible and scales to the viewport. The player-controlled avatar is a cyan-blue circular footballer with a peach circular head, a pale cyan selection ring, and a gold text label above it showing the player name, position, and rating. Place the home player initially on the left half, with four gold circular teammates (each with a peach head) arranged on the home side. Place four red circular opponents with peach heads on the away side. Teammates and opponents have small white labels above them containing their names, positions, and ratings. Add a small white ball. The core mechanic is simple direct-control arcade football. Move the controlled player with the on-screen directional pad (up, left, down, right) or keyboard arrows/WASD. The player moves freely within the pitch bounds. When the player touches the ball, take possession; while possessing it, keep the ball slightly in front of the player. Press and hold the red circular “KICK” button, or Space/Enter on the keyboard, to shoot. A shot releases the ball rapidly toward the right goal, with a vertical component based on the player’s current vertical position relative to midfield, and has a short cooldown. Show a brief gold-bordered dark toast near the bottom for events such as “Kick off! Move with the pad, KICK to shoot,” “Shot!”, “HOME score!”, “AWAY score!”, and an opponent winning the ball. The opponent and teammate behavior is lightweight AI, not full simulation. Arrange actors according to their assigned positions and gently move them toward formation targets. Teammates make limited ball-directed adjustments, while opponents chase the ball more actively when the home side has it or when it is loose. If an opponent reaches the ball, give it away-team possession and have the ball travel toward the home goal; score for the away team if it reaches the left scoring area. Score for the home team if a kicked ball reaches the right goal’s central opening. Keep the ball bouncing/reversing off the top and bottom pitch edges and non-scoring portions of the left/right edges. After a goal, reset the ball to midfield, clear possession, reset the controlled player to the left side, and show the scoring toast. At the bottom of the screen during play, show touch-friendly controls centered horizontally: a four-button directional pad in a compact 3-column arrangement with blue rounded-square buttons and white arrow glyphs, plus a large red circular KICK button with a light border. The control overlay should be hidden on the menu and at full time. Preserve the visual style seen in the reference: minimal vector shapes, no textures, no photos, dark navy UI, cyan borders, white text, gold selected/highlight elements, green pitch, cyan home player, gold teammates, red opponents, and a white ball. Ensure the game is playable immediately with only the club-selection menu, one active match, scoring, clock, and full-time result flow; do not add unrelated modes, inventories, commentary, or extra mechanics.