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Roarball

  • 3d
  • arcade
  • sports
  • action
  • score-attack
  • mobile
0
Remix it Discord

7 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. cheyenne Kimble built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Roarball yet. Play it, then tell cheyenne Kimble what you would add next.

Make your own game

Roarball was built by cheyenne Kimble 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 Roarball 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 Roarball

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 sports game titled “Roarball” in Three.js. Show a full-court arena from a high, slightly behind-the-player third-person camera that follows the player and looks toward the active attacking end. The court is a long dark navy rectangular floor, approximately 20 units wide and 56 units deep, enclosed by low dark blue walls, with glowing yellow boundary lines, a cyan center circle/line, and yellow arcs near both ends. Place a hoop at each end: a pale rectangular backboard, metal support, orange glowing rim with a translucent white net, and a subtle colored floor glow. Use dark atmospheric lighting, fog, soft shadows, a deep blue background, and bright neon gold/cyan accents.

The player is a stylized small goat-like animal striker colored yellow/gold with an orange belly accent, dark short legs, two dark horns, a head and snout, and a bright orange ball carried beside its body. Begin with the player near one end of the court and target the opposite hoop. There are three stylized animal-like defenders distributed across lanes ahead of the player: cyan, light blue, and pink/red bodies with dark ears. They patrol/hover in lanes, then pressure and chase the player when the player advances far enough toward the active hoop or when the ball is loose. Keep all characters as simple low-poly/capsule/sphere forms with cast shadows.

Core gameplay: this is a 60-second score attack. The player moves freely in four directions but is constrained inside the court. While possessing the ball, press Space or the mobile SHOOT button to launch it toward the currently active hoop in a high arcing ballistic shot. The shot should have gravity, travel through the air, bounce off the floor and court boundaries, and score only when descending through the active orange rim, within the inner rim radius. A near-rim miss should count as an off-rim miss. After a successful basket, award 2 points normally, award an additional clutch point during the final 10 seconds, and award another point when the current streak is at least 3; then increment the streak, switch the active target to the opposite hoop, instantly reposition the player at the new end, and give them possession for the return attack. On a miss, reset the streak to 1 and briefly reset the possession. If a defender contacts the player after the initial brief possession grace period, steal/knock the ball loose: reset the streak, briefly stun the player, throw the orange ball upward and away, and let the player chase and recover it by getting close. Display an on-screen message for events such as quick jumper, long transition/end-to-end shot, made basket, change of ends, defender check, loose-ball recovery, and off-rim miss.

Movement should use WASD or arrow keys on desktop, with Shift held for a speed burst/dash. On touch devices show a left virtual joystick, a circular DASH button above the lower-right corner, and a larger orange/yellow circular SHOOT button at the lower-right. The tutorial card should explain the relevant controls and automatically hide after several seconds on coarse-pointer/mobile devices so it does not cover the joystick. The desktop/mobile interface should be responsive and use dark translucent glass panels with rounded corners, subtle borders, blur, and shadows.

HUD: At the top center show four values in a rounded dark panel: SCORE, BEST, TIME, and STREAK, with large white values and muted uppercase labels. Start at score 0, streak x1, and 60 seconds. Persist the best score in localStorage. Put a centered rounded message panel below the scoreboard. At match end when the timer reaches zero, stop active gameplay and show a full-screen translucent dark overlay with a centered panel, a title such as “Time!” or “New Best!”, the final score and steal count, and a “Restart Match” button. Restart resets score, timer, streak, steals, possession, and the active target while preserving the stored best score. Add small gold/cyan particle bursts on made baskets and red/pink bursts when defenders steal the ball. Do not add menus, teams, passes, rebounds, audio, or other mechanics beyond this timed single-player score attack.

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