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Arcade › Street Hoops
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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 responsive portrait-friendly 2D arcade basketball game titled “Street Hoops.” Render the game in a full-window HTML canvas with a fixed, side-on half-court view and an overlay HUD. The visual style is polished, minimal, and cartoon-like: a dark navy gradient background outside the court, a warm orange-brown wooden court occupying roughly the middle/lower portion of the screen with vertical plank lines, a pale center-court circle/arc and boundary markings, and a basket at the upper-right end. The hoop should have a pale backboard, orange rim, and hanging net. Use simple stylized human players made from basic shapes with visible heads, hair, jerseys, shorts/legs, shoes, shadows, and jersey numbers. Gameplay is a 90-second one-on-one scoring challenge. Put the user-controlled player in a blue jersey with number 1, starting around x=.25 on the court and initially holding the orange basketball. Put one automated defender in a red/pink jersey with a “D,” starting around x=.59. The defender should continuously move toward/around the player: approach when far away and position itself a short distance away when close. It can occasionally steal the ball when close, temporarily showing “PICKED!” before the player gets possession back. The player can move horizontally within court bounds, jump, shoot toward the fixed hoop on the right, perform a crossover, and attempt a steal. Horizontal movement uses A/D or left/right arrows; up/W jumps; Space or a large on-screen SHOOT button shoots; C or a CROSS button performs a crossover; X or a STEAL button attempts a steal. Also provide touch controls: a four-direction arrow pad at bottom-left and CROSS, STEAL, and a large circular orange SHOOT control at bottom-right. Buttons should respond visually when pressed and support touch/pointer input. Implement stamina. Moving drains it slowly, standing still regenerates it, jumping costs stamina, crossover costs more, and stealing costs a small amount. Show a “STAMINA” label and horizontal green/yellow stamina bar in the upper-left below the title. Prevent actions when stamina is insufficient. Animate walking, dribbling, jumping, and crossover movement. The ball should bob beside the player while possessed. When shooting, release possession and animate the orange ball along a short arcing trajectory from the player to the hoop over about three-quarters of a second. Calculate a shot success chance based on distance, stamina, and whether the defender is contesting; a close defender can block the shot. On success add 2 points and show feedback such as “PERFECT ARC · +2” or “BUCKET · +2,” with a brief golden screen flash. On failure show “MISS” or “BLOCKED!” and restore possession shortly afterward. If the player is near the basket, airborne, and has enough stamina, a shoot press should instead trigger a short dunk animation: show “DUNK,” animate the player toward the rim with an arm raised, then award 2 points and show “SLAM! +2.” Display transient centered court feedback text for events including “CROSSOVER,” “CONTESTED,” “PULL-UP,” “DUNK,” “STEAL!,” “REACH-IN,” “PICKED!,” “MISS,” “BLOCKED!,” and made-shot messages. The player and defender should have grounded shadows and the ball should be drawn with orange shading and dark seam lines. Keep the court and players fixed in the camera; no scrolling or 3D perspective. HUD requirements: at the top-left show bold uppercase “STREET HOOPS.” At the top-right show a dark rounded score capsule reading “Q1 [player score] - [CPU score]”; the CPU value remains 0 unless explicitly changed by gameplay. Near the upper center show a dark pill-shaped instructional hint such as “SIDE COURT · A/D move · ▲ jump · TAP SHOOT to fire.” At game end, when the 90-second timer reaches zero, stop gameplay and show a centered dark modal with a title “COURT VISION” when the player score is at least 10, otherwise “FINAL BUZZER,” plus text in the format “Final score [score] · [made]/[attempts] shots made” and an orange “PLAY AGAIN” button that resets the score, timer, players, ball, stamina, and possession. Make the layout resize with the viewport and respect mobile safe-area insets. Use clear rounded dark controls and a bright orange shoot button consistent with the screenshot’s arcade presentation.