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Arcade › Soccer Heroes
Click the game above and it runs right here in your browser. No download, no installer, no account needed. mdrisnotmissing built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Soccer Heroes yet. Play it, then tell mdrisnotmissing what you would add next.
Soccer Heroes was built by mdrisnotmissing 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 Soccer Heroes 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.
Create a playable browser 3D arcade soccer game titled “Soccer Heroes,” presented from a high, almost straight-down perspective over a rectangular green pitch. Use a Three.js-style scene with a perspective camera at approximately (0,21,0) looking at the field center, soft fog/dark green surroundings, hemisphere lighting and a warm directional light. The visual style is simple low-poly/blocky: use small blocky humanoid character models, a noticeably oversized blue soccer ball, and scattered low-poly grass tufts around the field. Keep the field clean and uncluttered, with a dark-green border strip along the long sides. Build the game as 2v2 soccer: two players on the left team and two on the right team. Place the left team initially around x=-10 at z=-3.2 and z=3.2, facing toward the right; place the right team at x=10 at the corresponding z positions, facing toward the left. Color each team’s character models with its selected club color. The field is approximately 34 by 19 world units, with white center line, white center circle, and simple white penalty-area marker lines near both ends. Add a goal at each short end, made from pale gray posts and a crossbar; each goal is about 4.2 units wide. The ball begins at midfield. The ball rolls across the ground with friction, bounces off the field boundaries, and a goal is scored when it crosses either end inside the goal width. Award a point to the team attacking that goal, update the scoreboard, then reset the ball to center and reset all four players to their starting positions. Include a start menu before play. The menu should have a dark nearly black/green gradient background, a large pixel/arcade-style yellow-white “SOCCER HEROES” title, the subtitle “2v2 DRAG SHOOT,” buttons for “1 VS AI” and “LOCAL 2P,” and a “KICK OFF” button. Provide two team-selection panels labeled LEFT TEAM and RIGHT TEAM. Each panel displays selectable club cards with a colored circular swatch and club name for these eight choices: REAL MADRID (white), BARCELONA (dark magenta), MAN CITY (light blue), LIVERPOOL (red), BAYERN (red), PSG (dark blue), CHELSEA (blue), and JUVENTUS (black). Preselect Real Madrid on the left and Barcelona on the right. Highlight selected cards and make 1 VS AI the default mode. During play, show a centered HUD at the top with the selected left club name, left score, an em dash, right score, and selected right club name. Use red-tinted styling for the left team name and blue-tinted styling for the right team name, matching the screenshot’s simple score presentation. Under it show contextual instructions: initially “Click a player to control • Drag on field to run • Drag from ball to shoot”; when a team possesses the ball, indicate which team has it and that the player should get close to possess; while aiming, say that the team has the ball and to drag to aim and shoot. Add a small MENU button in the upper-left that returns to the team/mode menu and resets the match. Controls must be pointer/touch friendly. In 1 VS AI, the human controls the left team and the right team is AI. Click/tap a human player to select them, then drag on the field to move that selected player toward the pointer/touch location. Players should rotate toward their movement direction and use idle/walk animations if available. The selected player should automatically switch to the player nearest the ball when possession changes. When a human-controlled player possesses the ball, click/drag from the ball or the possessor to enter an aiming state: pause movement/ball simulation, show a yellow direction arrow extending from the ball toward the pointer, and set kick power from drag distance, clamped to a moderate range. Release to kick; launch the ball in the aim direction, play a one-shot kick animation, clear possession, and resume play. Possession should happen when the nearest player is within roughly 1.9 units and the ball is moving slowly; an opposing player very close to the ball can steal it. Keep the ball positioned just ahead of the possessor’s feet while controlled. The AI should chase the ball or current possessor, move toward the opponent goal when it has possession, and occasionally auto-kick toward the opposing goal without entering the human aiming pause. In LOCAL 2P mode, both teams are human-controlled: keep the same pointer selection/drag behavior for players, and provide a virtual joystick in the lower-right for moving the right team. The joystick is a translucent circular pad with a bright yellow handle; show it only in LOCAL 2P. Dragging it moves the right-team player at a faster directional speed while the left side remains pointer-controlled. Support both mouse/pointer and touch input, and clamp every player to the field boundaries. Use simple idle, walk, and kick animations on the blocky character assets when available. Make the ball prominent and blue, keep the white field markings clearly visible, and preserve the minimal arcade presentation shown: no unnecessary crowds, stadium structures, power-ups, timers, lives, or extra gameplay systems.