Arcade › Soccer Legends
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jayden Do built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Soccer Legends yet. Play it, then tell Jayden Do what you would add next.
Soccer Legends was built by Jayden Do 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 Legends 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 browser-based 3D arcade soccer game titled “Soccer Legends.” Use Three.js or an equivalent real-time 3D engine with a clean low-poly/blocky visual style, third-person perspective, and a full-screen canvas. The setting is a sunny outdoor soccer stadium: a rectangular dark-green grass pitch about 58 by 36 units, white sidelines, end lines, halfway line, center circle, darker green penalty and goal areas, scattered grass patches, white goal posts/crossbars with dark nets at both ends, tiered gray/black stands on the long sides and simpler end stands, plus low-poly animated soldier-like crowd figures. Use a sky-blue background with light fog, soft shadows, a warm directional sun, and ambient/fill lighting. The game starts on a dark translucent home panel centered over the stadium. Style it with rounded corners, a bright green border and green action buttons, white bold system-font text, and compact responsive layout. The header reads “SOCCER LEGENDS,” followed by “Level 1/150 • XP 0” (with the values updating). Provide three tabs: “Club,” “Unlocks,” and “Play.” The Club tab has a grid of selectable real football clubs: Real Madrid, Barcelona, Man City, Liverpool, PSG, Bayern Munich, Juventus, Chelsea, Arsenal, and AC Milan. Each card shows the club name and a small lowercase ID; the selected card is highlighted green. Default selection is Real Madrid. The Play tab has a full-width green “START 3v3 MATCH” button, explanatory text “AI scales to your level. First to 3 wins,” and a summary such as “3 players • [selected club] colors.” The Unlocks tab shows six skill cards with name, description, required level, XP cost, and an UNLOCK button: Trivela (“Curved outside-foot shot,” level 5, 8 XP), Power Shot (“Hard straight blast,” level 8, 12 XP), Finesse Shot (“Accurate curved shot,” level 12, 10 XP), Rainbow Flick (“Flick over defender,” level 15, 15 XP), Roulette (“Spin past opponent,” level 18, 14 XP), and Volley (“Mid-air powerful shot,” level 22, 18 XP). Locked cards are dimmed; unlocks require the level and XP, deduct XP, and persist between sessions using local storage. The level cap is 150. When the player starts, hide the home panel and show a HUD over the 3D match. Randomly choose a different opponent club. Spawn a 3v3 match: one controllable player and two teammates on the left half of the pitch, and three AI opponents on the right half. Use simple low-poly blocky humanoid character models; tint the player and teammates with the selected club’s primary color and tint opponents with the AI club’s primary color. Place the ball at midfield, represented by a small blue low-poly ball. The player begins near x=-14, teammates nearby, and opponents near x=14. The player’s team scores by getting the ball through the left goal (x less than about -27 within the goal mouth); the AI scores through the right goal. Reset the ball and players to their starting positions after each goal. The first side to reach 3 ends the match. Use a smooth elevated third-person camera that follows behind the controlled player, approximately 13 units behind and 18 units high, looking toward the active play and goal area. Movement is responsive and camera-relative: WASD or arrow keys move the player in four directions, with acceleration, friction, speed clamping, turning toward movement direction, and field boundary limits. When the player is within roughly 3.6 units of the ball, make the ball smoothly follow in front of the player as a simple dribble. Press Space to kick forward in the direction the player is facing; clicking near the ball also kicks. A touch swipe should kick the ball in the swipe direction, while a tap performs a normal kick. The ball uses simple arcade physics: horizontal velocity, gravity, bouncing, friction/drag, and collisions against the field bounds. Teammates should use simple AI support behavior: one moves toward the ball while the other maintains a supporting position, and a nearby teammate can dribble. Opponents chase the ball, stay within the pitch, and sometimes kick toward the player’s goal. AI speed and skill use should scale modestly with the displayed AI level, which is near the player’s current level. The in-game HUD should show the player club name on the upper left, a green XP progress bar, “LVL [number],” the score centered as “0 - 0,” and the opponent club name plus “AI LVL [number]” on the upper right. At the bottom center show six skill buttons labeled “1. Trivela,” “2. Power Shot,” through “6. Volley”; locked skills are visibly dim and cannot be used. Show small control help at bottom right: “WASD move • SPACE kick • 1-6 skills / Click near ball to shoot.” Display temporary rounded dark messages near the top center for match start, goals, skill use, being too far from the ball, level-ups, and victory/results. Unlocked skills are activated with number keys 1-6 or their HUD buttons, only when the player is within about 5.5 units of the ball. Trivela kicks with strong sideways curve; Power Shot is a faster, harder mostly straight kick with a higher lift; Finesse Shot is a softer accurate curved kick; Rainbow Flick launches the ball high and nudges the player forward; Roulette spins the player and boosts movement; Volley performs a powerful elevated kick. Give each activation an appropriate temporary message such as “Trivela!”, “POWER SHOT!”, “Finesse,” “Rainbow Flick!”, “Roulette!”, or “Volley!”. Include a short kick animation when the source character has one. At match end, award XP: a win gives 26 plus roughly half the player level divided by 2.8, while a loss gives 9. Convert accumulated XP into levels using approximately level = 1 + floor(total XP / 11), capped at 150. Show level-up and victory/result messages, return to the home panel after a short delay, refresh the level/XP and skill unlock UI, and save level, XP, and unlocked skills persistently. Keep the overall feel like a compact, arcade 3D soccer progression game: dark UI, vivid green highlights, readable HUD, simple AI, low-poly stadium, and immediate keyboard/mouse/touch controls.