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Arcade › Pulse FC
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jesse built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pulse FC yet. Play it, then tell Jesse what you would add next.
Pulse FC was built by Jesse 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 Pulse FC 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.
Recreate “Pulse FC” as a landscape-oriented 3D football penalty-shootout game with a dark futuristic sports-broadcast presentation. Use a full-screen Three.js-style scene with a deep navy background and subtle fog, ACES-like bright lighting, shadows, and a fixed perspective camera looking down the pitch from behind the shooter: camera roughly at (0, 8, 13), aimed toward the goal at the far end. The pitch is a large dark teal-green rectangular plane, about 24 units wide by 30 deep, with thin glowing pale aqua/white markings: two long vertical sideline-like lines near x=-5 and x=5 and a central line, plus a large center-circle ring in the foreground/midfield. Place simple dark blue rectangular stand/obstacle props along both sides of the field at intervals. Add a prominent tunnel-like sports prop at the far left side of the pitch, visibly oversized and blocky, colored pale gray/white with reddish-brown structural sections. At the far end, build a simple white goal from two vertical posts and a horizontal crossbar. In front of it, place a bright pink/magenta capsule-shaped goalkeeper that subtly bobs while waiting. Place a bright blue capsule-shaped player near the camera end and a small white football between the player and center circle. Objects should cast/receive soft shadows; the overall style is low-poly/simple geometric 3D with neon blue, pink, teal, and navy accents. The initial screen is a menu over the same 3D stadium scene. Keep a fixed top bar with the bold spaced brand “PULSE FC” at upper left, with “FC” in hot pink, and a rounded translucent pill at upper right reading “LOCAL SAVE READY.” Below it, show a horizontally scrollable row of seven large dark navy/blue gradient feature cards with thin light borders, glowing diagonal blue/pink streaks, shadows, a large icon in the upper-right, and text anchored near the bottom. Cards, in order, read: “KICK OFF MODE” / “3D penalty shootout” with a soccer-ball icon; “TRAINING CENTER” / “Precision drills and ratings” with a diamond-like icon; “CUSTOM SETTINGS” / “Tune camera and controls” with a gear icon; “MANAGER CAREER” / “Build your club identity” with a square/grid icon; “PLAYER CAREER” / “Grow your match rating” with a star icon; “THE JOURNEY” / “Make the next big choice” with a sparkle icon; and “CUSTOM TOURNAMENT” / “Lift the silverware” with a trophy/chess-like icon. Cards should scale slightly and brighten their border when pressed/hovered. Only the first card is functional: selecting it enters the kickoff screen; all other cards display a short “Coming next” toast. On kickoff, hide the menu cards but retain the stadium, top brand, and save pill. Add a centered top scoreboard panel with translucent near-black navy fill, rounded corners, and a thin light border. It says “RIVALS CUP · KICK OFF,” displays the score as “0 — 0,” and a countdown-style match clock starting at 12:00. At upper right, show another translucent rounded panel labeled “MATCH RATING,” with a large gold/yellow numeric rating beginning at 6.0 and the note “Heartbeat.” Near the bottom center show the instruction panel: “Drag on the pitch to aim · tap SHOOT to take the kick.” Below it put two large rounded buttons: dark outlined “BACK” on the left and a vivid blue-to-purple gradient “SHOOT” on the right. The layout should work in landscape, and in portrait show a dark overlay asking the user to rotate the phone to landscape. Interaction and rules: allow pointer/touch movement over the pitch to set horizontal aim. Map the horizontal pointer position relative to the screen center to an aim value and clamp the final shot target to approximately x=-2.7 through x=2.7 in goal space; vertical dragging may be tracked but does not materially change the target. Pressing SHOOT launches the ball along a visible smooth arc from its starting position toward the goal: interpolate it forward to the target x at the goal line, raise it with a sine-shaped arc to roughly 2.1 units above its starting height, and take about one second. Prevent another shot while the current shot animation is active. Determine the result using a probabilistic save chance that increases when the shot is nearer the sides: base save chance about .28 plus abs(targetX)/7. On success increment the player’s goals, increase rating by .35 up to 10.0, and show a hot-pink “GOAL!” toast. On a save/miss increment conceded, decrease rating by .25 down to 1.0, and show a “SAVED” toast. Persist goals, conceded, rating, shot count, and mode in localStorage under a Pulse FC state key so returning to the game retains the match values. After the shot result, reset the ball to its starting position and randomly reposition the goalkeeper horizontally within roughly x=-2 to 2 after a short delay. While waiting, animate the goalkeeper with a very slight vertical bob. Decrease the clock continuously from 12:00 toward 00:00 while the kickoff screen is active, updating the HUD in mm:ss format. BACK returns to the menu and resets the ball and shot-in-progress state without inventing additional gameplay modes. Use responsive HTML/CSS HUD layered above the 3D canvas, rounded translucent panels, bold condensed/system typography, and vibrant blue/pink gradient controls matching the provided visual style.