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Rocket Rally

  • 3d
  • arcade
  • car-soccer
  • sports
  • racing
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. ghaith /غيث built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Rocket Rally yet. Play it, then tell ghaith /غيث what you would add next.

Make your own game

Rocket Rally was built by ghaith /غيث 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 Rocket Rally 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 Rocket Rally

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-playable 3D arcade car-soccer game titled “Rocket Rally.” Use Three.js or an equivalent WebGL engine with a dark navy background and fog, soft shadows, a perspective camera, hemisphere lighting, and a bright directional light. The camera should follow behind and slightly above the player car, looking toward the car and the ball, with smooth camera interpolation.

Build a rectangular enclosed arena: a large flat green field approximately 24 units wide by 38 units long, with thin pale field markings consisting of a center line and boundary lines. Surround it with low dark blue walls on all four sides. Put a blue goal frame at the far negative-Z end and an orange goal frame at the far positive-Z end. Each goal is a simple rectangular frame with two vertical posts, a crossbar, and a faint transparent wireframe net. The visible presentation should feel clean, minimal, and arcade-like rather than realistic.

There are two small stylized racing cars, ideally using simple low-poly racing-car models or equivalent geometry. Place the human-controlled car near the orange-side end at (0, 12), initially facing toward negative Z; make it red. Place an autonomous green opponent near the blue-side end at (0, -12), initially facing toward positive Z. Add a small blue ball at the center of the field, with a slight bounce/vertical motion and rolling rotation.

Implement car soccer mechanics. The player drives with W for forward and S for reverse/braking, steers with A and D, and can hold Shift to boost acceleration and reach a higher speed. Holding Space while moving faster than a small threshold triggers a brief visual “jump”/dodge spin: in the reference implementation this is represented by tilting/rotating the car around its roll axis rather than a true airborne jump. Keep acceleration, drag, steering, speed limits, and arena clamping responsive and arcade-like. The opponent should automatically steer toward the ball and continuously drive toward it. When either car gets within roughly 1.9 units of the ball, kick the ball away from the car, adding velocity based on the car’s direction and speed. Apply strong rolling friction, gravity-like vertical bounce behavior, and bounce the ball off the side walls.

A goal occurs when the ball crosses the negative-Z goal boundary: increment the Blue score, or when it crosses the positive-Z goal boundary: increment the Orange score. After every goal, reset both cars to their starting positions and reset the ball to center. Start with Blue 0 : 0 Orange. Include a reset action on R that resets the match positions and the 90-second round clock. The supplied mechanics reset the clock to 90 seconds after a goal and also restart it at zero rather than showing a game-over screen; reproduce that simple behavior unless the engine requires an equivalent implementation.

Add a fixed HUD over the canvas. In the upper-left, show a dark translucent rounded pill with “ROCKET RALLY” and the subtitle “Score a goal before the clock hits zero.” At the top center, show large bold white spaced text “BLUE 0 : 0 ORANGE” with the live scores, plus the instruction line “W/S drive · A/D steer · Space boost · R reset.” The reference does not visibly display the remaining clock, so do not add a prominent timer unless needed internally for the reset behavior. On desktop, include semi-transparent touch controls along the bottom: three circular buttons on the lower left for left, forward, and right (◀ ▲ ▶), and two rounded rectangular buttons on the lower right labeled BOOST and JUMP. Make them press-and-hold controls mapped to A, W, D, Shift, and Space, with touch/pointer support; on smaller screens make them more visible, while on desktop they can be subtly translucent until hovered.

Use a full-viewport responsive layout with no page scrolling. Keep the visual style faithful to the screenshot: very dark navy sky/background, green rectangular pitch, blue side walls and goal, orange opposing goal, crisp white HUD text, simple geometry, and a clean low-poly toy-racing aesthetic. The player-follow camera should make the car, ball, goals, and field readable while preserving the behind-the-car perspective.

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