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Arcade › Spot Kick
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Spot Kick was built by Dablo 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 Spot Kick 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 mobile-friendly third-person 3D football penalty shootout game titled “Spot Kick.” Show the scene from behind the penalty taker, with a perspective camera looking down a green football pitch toward a full-size goal about 28 world units away. Use a bright blue sky with soft atmospheric fog, alternating horizontal grass stripes, white penalty/box markings, a simple blocky multicolored crowd behind the goal, and a white wireframe-style net with chunky white posts and crossbar. At the penalty spot place a small white soccer ball with a soft circular shadow. In the goal place a simple low-poly goalkeeper made from boxes and a sphere: yellow/orange shirt, dark navy shorts, skin-colored head and legs, initially centered and upright. When a shot is taken, make the keeper wait briefly, then dive toward a predicted horizontal target with raised/spread arms and a slight body rotation; the keeper should have a chance to save balls near its dive position, with the chance becoming more difficult as rounds progress. The core loop is repeated penalty shots. The player can press/touch and drag anywhere on the screen, then release to kick. Map the release pointer’s horizontal screen position to a target across the goal (roughly x=-3.15 to +3.15), and map vertical screen position inversely to a target height from roughly 0.55 to 4.05. Display a floating yellow ring crosshair with white horizontal and vertical guide lines at the selected target on the goal; have it gently pulse and face the camera while waiting for a shot. The drag distance controls power: clamp it from a small minimum to full power, with about 240 pixels representing maximum. A short drag is a weaker/slower pass and a long drag is a fast, high-power blast; show this continuously in a horizontal rounded power meter that fills from green through yellow to orange/red. On release, animate the ball along a smooth arcing trajectory toward the selected goal point, with stronger shots taking approximately 0.62 seconds and weaker shots about 1.02 seconds, including visible spin and a changing ground shadow. Hide the crosshair while the ball is flying. Smoothly adjust the camera during the shot to follow the ball/target. Resolve each kick as a goal, save, or miss. A goal occurs when the ball reaches the goal plane within the goal width and valid height; increment Goals and Streak. If the diving goalkeeper intersects the ball, count a Save, increment Saves and reset Streak. Otherwise count a Miss and reset Streak. Increment Shots for every kick. After displaying the result briefly, reset the ball and keeper for the next attempt while retaining the counters. Include a “New round” pill-shaped button that resets the ball and keeper and shows a short message, plus keyboard support: Space or Enter performs a quick shot with around 75% power toward a slightly randomized horizontal target, and R resets the current round. Overlay the game with a translucent dark glass HUD that remains readable over the 3D view. At the top center show four stats labeled GOALS, SHOTS, SAVES, and STREAK with large numeric values, initially all zero. Near the top show a rounded status message, initially “Drag from the ball toward the goal, then release to shoot.” During aiming explain “Release to shoot. Long drag adds power.” and during play show concise feedback such as “Shot away!”, “Goal!”, “Saved by the keeper.”, or “Missed the target.” At the bottom center show a rounded translucent instruction panel titled “Penalty Shootout,” with text explaining “Aim by dragging anywhere on the screen. Release to strike.” and “Short drag = pass. Long drag = blast into the corners.” Put the multicolor power bar below it and labels suggesting “← lower left,” “↑ higher shot,” and “right →.” Keep the interface responsive for phone portrait screens, use touch-action manipulation/none so dragging controls the game, and use clean system sans-serif typography, rounded corners, white text, subtle blur, borders, and shadows. Use Three.js ES modules with no build step.