Arcade › Stade Express
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Dan NGUEMA built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Stade Express yet. Play it, then tell Dan NGUEMA what you would add next.
Stade Express was built by Dan NGUEMA 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 Stade Express 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 3D third-person soccer training mini-game titled “Stade Express,” presented in French. Use a clean low-poly/stylized stadium scene viewed from behind and slightly above the player, with a perspective camera that follows the player as they move around the pitch. The scene has a bright blue sky-colored background with light fog, strong soft shadows, and simple polished materials. Build a rectangular green soccer pitch approximately 34 units wide by 52 units long, with white boundary lines, a halfway line, a white center circle, and a small center spot. Put a simple white goal at each short end of the field. Each goal consists of two white cylindrical posts and a white crossbar, with a colored rectangular back/net panel: blue at the far/north goal and red at the near/south goal. Add simple dark navy rectangular stadium stands behind both ends, arranged in rows/blocks. The player is a controllable humanoid soccer character positioned on the field, using a loaded stylized soldier/character model if available, with idle animation and shadows. Include a white soccer ball near the player. There is one AI goalkeeper stationed in front of the far blue goal and one AI teammate on the field. The teammate moves back and forth in a small area around the left/middle side of the pitch, while the goalkeeper tracks the ball horizontally but is clamped to the width of the goal. The goalkeeper can stop a ball near the goal and launch it back onto the field, showing the message “Arrêt du gardien !”. Core gameplay: the player runs around to approach the ball. When within roughly 1.6 units, automatically take control of it and display “Ballon contrôlé — TIR ou PASSE”. While controlled, keep the ball just in front of the player. Shoot toward the direction the player is facing; release the ball with forward velocity and a slight upward impulse. Pass toward the teammate; release the ball toward the teammate with lower speed. A shot or pass only works while the player has the ball; otherwise show “Approche-toi du ballon” for shooting or “Tu n’as pas le ballon” for passing. Use realistic simple ball physics: gravity, bouncing, friction, and collision with the pitch boundaries. If the ball crosses the far goal line inside the goal width, award a home goal and show “BUT !”; if it crosses the opposite goal line inside its goal width, award an away goal and show “Le gardien a relancé le jeu”. After any goal, reset the ball to a position near the center of the pitch and clear possession. Controls must include WASD or arrow keys for movement, Shift for sprint, and Space for jumping. Use the game’s third-person movement/camera controls with movement speed around 6, jump speed around 8, and gravity around -22. Desktop keyboard actions: E takes the ball when close, F or Enter shoots, and Q passes. Also provide large touch-friendly bottom-right HUD buttons labeled “PASSE” and “TIR” that trigger the same pass and shoot actions. Keep the game playable on mobile with pointer/touch input and prevent page scrolling. Implement stamina/endurance: start at 100%, drain while the player is moving in sprint mode at about 22 percentage points per second, and recover while not sprinting at about 13 per second, capped between 0 and 100. Sprinting should be represented only through the movement system and the HUD endurance meter; do not add extra abilities. Create a fixed overlay HUD with translucent dark glass-like panels and rounded corners. Center top: a panel showing the cyan spaced title “STADE EXPRESS”, a large score formatted “0 — 0” (home and away scores), and the subtitle “Toi · Gardien IA”. Top left: a panel titled “Match d’entraînement” in green, with the instructions “WASD / flèches : courir · Shift : sprint · Espace : sauter” and “Touche le ballon, puis TIR ou PASSE”. Bottom left: a panel reading “ENDURANCE 100%” with a horizontal rounded bar whose fill transitions from green to yellow as endurance changes. Bottom right: two dark rounded buttons, “PASSE” then “TIR”. Centered near the top below the score, show temporary rounded notification toasts for possession, shots, passes, goals, and goalkeeper saves, fading out after roughly 1.8 seconds. Use French UI text exactly as specified, a green pitch, white ball and markings, dark navy stadium blocks, blue/red goal panels, blue sky background, soft shadows, and a minimal arcade-training aesthetic. Keep score and stamina live-updated during play, and make the field, goals, ball, player, teammate, and goalkeeper visibly cast/receive shadows.