lucychase2009
i love it, owoiya how far
Arcade › Street Duel AI
Step onto the court in Street Duel AI, where every dunk sends the crowd into a frenzy and slick moves can break ankles. Outsmart a dynamic AI that adapts to your strategies, sprint past your opponent, and land automatic makes with precise timing as the arena buzzes with energy.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Daniel gowdamarajan built it with Cinevva, so it works on a phone or a tablet too.
i love it, owoiya how far
Street Duel AI was built by Daniel gowdamarajan 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 Street Duel AI 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 3D street basketball duel game from a side-view perspective with these elements: **Camera & Perspective:** Side-view 3D perspective camera positioned high and angled down at (0, 15.5, 21) looking at center court. Camera follows player 1 horizontally with slight lag. Far fog creates depth in the dark blue arena (#172744 background). **Court & Setting:** Full-scale outdoor basketball court with orange/tan wooden floor (#d89b59), white painted lane areas in blue (#3f78a8), regulation court markings including half-court line, three-point arcs, free throw circles, center circle with dark logo. White basketball hoops with orange rims and white net strands on tall poles at each end. Dark blue/gray walls (#20283a) surround the court. Court has visible wood plank texture with alternating light/dark planks. **Spectators:** Three rows of simplified crowd members on both sidelines - geometric figures with colored shirts (yellow, cyan, orange, white, green), tan sphere heads, and gray seats. Crowd bounces vertically when exciting plays happen. **Scoreboard:** Large dark rectangular scoreboard mounted on back wall displaying "STREET DUEL", quarter/overtime indicator, game clock, and scores in yellow (P1) vs cyan (P2) colors. **Player Avatars:** Two 3D character models - Player 1 in yellow/gold (#ffcf4a) on left, Player 2/AI in cyan (#5dd6ff) on right. Characters are humanoid figures that walk, run, jump, shoot, dunk, and perform crossover/roll animations. Player 1 starts with ball. Characters bob slightly while moving and tilt based on velocity. Tags float above each player showing "PLAYER 1" or "AI". **Basketball:** Orange basketball (#e56d32) with subtle glow. When held, ball dribbles up/down near player's side. Ball rotates through air, bounces with physics, swishes through hoops. **Core Mechanics:** - Movement: WASD or on-screen joystick (8 directions, sprint available) - Shooting: Hold SHOOT button to trigger shot meter - horizontal bar with green zone in center that oscillates left-right. Release in green for "GREEN!" perfect shot. Shot accuracy affected by distance, defensive contest, and shot zone (paint/mid/three-point) - Shot Meter: Appears at bottom center when shooting - horizontal bar with red-yellow-red gradient, green "perfect" zone that shrinks based on distance and defense - Contest Meter: Shows above shot meter with gradient fill indicating defensive pressure (open/contested/heavily contested) and shot type label - Stealing: Get close to opponent with ball, rapidly tap STEAL button 5 times fast to fill blue steal meter before time expires for "QUICK HANDS! STEAL!" - Dunking: When near rim with ball, press DUNK to jump high and slam (automatic 2 points with crowd reaction) - Crossover: Press CROSS near opponent for ankle-breaker move - golden torus rings spawn around defender who stumbles, message "ANKLE BREAKER!" appears - Blocking: Press BLOCK to contest shots - if timed with opponent's shot, "BLOCKED!" message - Sprint: Hold SPRINT to move faster - green stamina bar depletes, shown at top center below score - Power Ability: Purple "POWER CHARGE" bar fills over time, especially when holding ball. At 100%, press POWER to activate "BALL MAGNET!" - instantly steal ball from opponent for 3 seconds - Passing (5v5 mode): Press PASS to throw to teammate, ball arcs through air **Shot Zones:** Circular heat zones on court floor in different colors - green (paint/close), yellow (mid-range), red (three-point). Zones light up and pulse when shot is attempted, track makes/attempts, turn brighter green when hot streak. **AI Opponent:** Adaptive AI with three difficulty levels (easy/normal/hard) and four play styles (balanced/sharpshooter/slasher/lockdown). AI defends by marking, helping, contesting shots, attempting steals, and blocks. On offense, AI drives, spaces floor, shoots jumpers based on style. **Game Modes:** - Quick Game: 4 quarters, 30 seconds each, vs AI - Tournament: Progress through 3 rounds with increasingly difficult AI styles - Practice: No opponent, no time limit, shoot freely - Local 2P: Two players on same device (P2 uses arrow keys + separate buttons) - 5v5: Full court expands 1.5x with 8 AI teammates/opponents running plays (cutting, screening, spacing). Pass button enabled. Court scales wider and longer. **HUD Elements:** - Top center: "STREET DUEL" title with game mode subtitle - Below title: Scores in large yellow (P1) and cyan (P2) numbers with dash between - Sprint Energy bar (green to yellow gradient, turns red below 25%) - Power Charge bar (purple to pink gradient) - Steal Meter (blue fill, "TAP STEAL FAST! 0/5" counter) - Shot Meter with green zone and white cursor - Contest Meter showing defensive pressure - Top right: AI difficulty button (purple), AI style button (teal), PAUSE button (blue), QUIT button (red) - Floating messages at center for events: "BUCKET!", "3 POINTER!", "DUNK!", "ANKLE BREAKER!", "QUICK HANDS! STEAL!", "AI STEAL!", "BLOCKED!", "GREEN!", etc. - Bottom: Touch controls - joystick on left, 8 action buttons (SHOOT, STEAL, JUMP, DUNK, CROSS, BLOCK, SPRINT, POWER, PASS) **Scoring & Rules:** - Shots inside arc = 2 points, outside arc = 3 points - First to 5 in header but actually plays full quarters with time - After score, possession resets to opposite baseline - Clock runs continuously (MM:SS format) - Quarter transitions show "END OF Q1/2/3/4" - Overtime if tied after Q4 (15 seconds, multiple OT periods) - Game over shows "FINAL: PLAYER 1" or "FINAL: AI" with Play Again button **Visual Style:** Low-poly 3D with flat-shaded geometry, simplified character models, cel-shaded look with toon outlines. Clean geometric shapes. Dark atmospheric arena with focused court lighting from directional sun and rim lights. Shadows cast from players and hoops. Particle effects for ankle breakers (spinning golden toruses). HUD uses bold sans-serif font, bright team colors, semi-transparent dark panels. **Lighting:** Hemisphere ambient light, warm directional sun from upper left, blue rim light from back right, subtle fog for depth. Players cast shadows on court. **Menu Screen:** Dark gradient overlay with centered panel, game title, control instructions in yellow highlights, 5 mode buttons (Quick Game, Tournament purple, Practice teal, Local 2P, 5V5).