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Arcade › Rocket Yard
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mason Cobb-Diaz built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Rocket Yard yet. Play it, then tell Mason Cobb-Diaz what you would add next.
Rocket Yard was built by Mason Cobb-Diaz 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 Yard 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 a playable 3D arcade car-soccer game titled “Rocket Yard.” Use a Three.js-style real-time 3D scene with a third-person chase camera behind and slightly above the player’s blue monster-truck/rocket car, looking toward the oversized ball and the far end of the arena. The camera should smoothly follow the car, look partly toward the ball, and rotate horizontally with Q/E or by dragging the mouse. Start with the blue player car near the center of the blue end of the field, an orange AI truck at the opposite end facing it, and a large dark cannonball-like soccer ball at midfield. Build a rectangular enclosed arena approximately 46 units wide and 68 units long. The play surface is dark green painted turf, surrounded by low tan/brown racing-barrier walls and corner pieces. Add repeated rectangular tan metal floor-detail plates across the field, as visible in the reference: these are decorative/arena assets and are also used as glowing yellow-orange boost pads at positions around both halves and midfield. Put a blue goal at the near short end and an orange goal at the far short end, with colored goal lines, posts/crossbars, banners, and a faint glowing goal-mouth panel. The scene has a dark navy background/fog, bright overhead directional lighting, shadows, and a stylized low-poly toy-asset appearance. The core game is 1v1 car soccer. The blue player drives the blue vehicle and tries to hit the oversized ball into the orange goal at the far end; the orange AI drives an orange truck, chases/defends around the ball, and tries to score in the blue goal. Include simple vehicle physics: acceleration and reverse, steering whose effect depends on speed, ground drift/friction, wall bounces, car-to-car collisions, car-to-ball impacts that push the ball based on the car’s velocity, gravity, bouncing ball physics, jumping, limited aerial steering, and boost thrust. Cars should be constrained by the side walls and short-end walls except that the goal mouths allow entry. The ball should bounce off side/end boundaries and travel into the goal depth to score. After each goal, increment the appropriate score, briefly show a goal message, and reset both cars and the ball to kickoff positions. Controls: WASD or arrow keys drive forward/reverse and steer; Space performs a jump/aerial pop, with one jump charge restored on landing; hold Shift to consume the player’s boost and add strong forward thrust, with a visible exhaust particle effect behind the car. The player begins with a full boost meter, which drains while boosting. Driving over an available glowing boost pad refills boost by a fixed amount (up to full); pads disappear when collected and respawn after a short cooldown. Q/E rotate the chase camera, and horizontal mouse dragging rotates it. R resets/rematches the entire match. Also provide mobile touch controls: directional drive buttons plus BOOST and JUMP buttons. The orange AI should automatically chase the ball, adjust its target for defensive situations near its own goal, use boost during long straight approaches, and jump in emergencies near the goal mouth. Match flow: show a kickoff freeze briefly at the start and after goals, then play live. The match timer starts at 3:00 and counts down. If time expires while the score is tied, enter “OVERTIME,” stop the normal timer, and make the next goal win. If time expires with a non-tied score, end the match and show “YOU WIN” or “YOU LOSE” based on the blue player’s score. Show an end-game message with the final score and “Press R to rematch.” Create a prominent HUD over the game: centered top scoreboard with a blue “YOU” score on the left, timer/status in the middle, and orange “AI” score on the right. Status text should reflect kickoff, live play, overtime, or the win/loss result. At the lower right, show an orange/yellow horizontal BOOST meter with numeric “BOOST” amount. On desktop, show a lower-left help line listing WASD/Arrows drive, Space jump, Shift boost, Q/E or drag camera, and R reset; on touch devices replace/augment this with the on-screen controls. Use dark translucent rounded HUD panels, bright blue/orange team colors, bold white typography, and a large centered translucent message panel for kickoff, goal, overtime, and game-over announcements. Ensure the opening presentation matches the reference: the visible blue toy car is low in the foreground, the ball is centered ahead, the long green arena recedes toward the orange goal, and tan floor plates are clearly distributed across the field.