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Redline Hoops

  • 2d
  • basketball
  • arcade
  • sports
  • timing
  • solo
  • procedural
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. njdewitt13 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Redline Hoops yet. Play it, then tell njdewitt13 what you would add next.

Make your own game

Redline Hoops was built by njdewitt13 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 Redline Hoops 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 Redline Hoops

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 basketball game titled “Redline Hoops,” a compact arcade half-court-to-full-court solo slice played on a full 94-by-50-foot basketball court. The player controls the Home ball handler, a low-poly/procedural basketball player in a red jersey with white number 26, and attacks the hoop at the right end of the court. A single Away defender in a white jersey with red number 06 shadows the ball handler, follows closely, and has a chance to steal when within roughly one player-width. If possession is stolen, show a message and automatically return the ball to the Home player after a short delay; the Pass action also resets/inbounds the Home possession and restores the 24-second shot clock.

Use a stable 2D canvas renderer as the default visual mode. Its camera is a top-down, slightly perspective-like broadcast court view that keeps the court centered and follows the player’s horizontal advance toward the right hoop. Render a deep red out-of-bounds background, a warm maple/orange wood court with subtle plank bands, a red painted key at both ends, crisp white boundary, half-court, center-circle, lane, free-throw, restricted-area, and three-point markings, plus small dark measurement details including “94 FEET” and “HOOP” markings. Draw simple circular player icons with shadows and jersey numbers in 2D, an orange basketball, and both end baskets with dark supports, orange rims, and small white backboard/net details. The optional “Try 3D” button may switch to a Three.js scene only after checking WebGL; the 3D view should use the same red out-of-bounds floor, procedural maple court texture and markings, low-poly capsule-bodied players with heads, jersey overlays/numbers, basketball, glass backboards, orange rims, nets, supports, and sparse dark/red crowd panels along the sidelines. If WebGL is unavailable or fails, safely remain in 2D and show a message.

The core loop is movement, creating space, charging a shot, and timing the release. Move the Home player with WASD or arrow keys; Shift makes the player drive faster. On mobile, provide a left virtual joystick. The player starts near the left side of midcourt with the ball, while the defender starts ahead and slightly offset. The ball visibly dribbles beside its owner. Hold Space on keyboard or the large mobile Shoot button to charge the shot meter, then release to shoot. Display a bottom-center meter only while charging: a horizontal bar that cycles through red/yellow regions with a narrow bright green timing zone. The ideal release is around the green zone; calculate a high make chance for accurate timing, while early/late releases can miss. Include a mild close-range bonus and reduce the chance when the defender contests. Animate the ball on an arcing trajectory to the right hoop. On a make, award 2 points normally, or 3 points when shooting from beyond the three-point distance near the perimeter/corners, play a swish/click sound if available, reset possession, and restart the 24-second clock. On a miss, make the ball bounce/rebound loose; allow the player to recover it by moving close, then show a rebound message and restore the shot clock. Include light bounce and made-shot audio using safe, non-blocking playback, but the game must work without audio.

Run a visible two-minute game clock and a 24-second shot clock. Decrease both during active play; when the game clock reaches zero, stop gameplay and show a final-buzzer Home/Away result message based on the score. When the shot clock expires, show a violation message and reset Home possession. Start at Home 0, Away 0, game time 2:00, shot clock 24, and Home possession. Provide reset functionality with keyboard R and a mobile Reset button, restoring all starting positions, scores, timers and possession. Provide P on the keyboard and a mobile Pass button for an inbound/reset possession action. Keep the player within court boundaries.

Use a bold condensed uppercase sports-broadcast interface over the playfield. At the top center show a dark translucent rounded scoreboard with HOME, Home score, AWAY, Away score, a red game-clock badge, and a yellow 24-second badge. Under it show contextual instructional/status messages such as “First to find rhythm wins. Release in the green.”, movement/shooting guidance, good release, miss, steal, rebound, violation, and final-buzzer messages. Put the charging meter at the bottom center. On coarse/mobile screens show the joystick at lower left, Shoot as a large red circular button at lower right, Pass beside it, Reset at the upper right, and the Try 3D/2D View control at the upper left. Keep the styling red, black, white, orange wood, and yellow timing accents, with responsive controls and no scrolling.

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