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Striker Field

  • 3d
  • sports
  • soccer
  • football
  • arcade
  • top-down
  • quick-match
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mason Franks built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Striker Field yet. Play it, then tell Mason Franks what you would add next.

Make your own game

Striker Field was built by Mason Franks 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 Striker Field 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.

Read the build brief for Striker Field

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 browser game titled “Striker Field,” an original broadcast-style 3D football/soccer quick match. Use a high, angled top-down broadcast camera that follows the controlled blue striker and keeps the ball in focus; the camera should smoothly track the action over a rectangular pitch. Render a stylized low-poly 3D stadium with soft shadows, fog, a pale blue-gray sky/background, green striped grass, crisp white boundary lines, halfway line, center circle and center spot, marked penalty areas, corner flagpoles with yellow flags, white goals with posts/crossbars and loose net lines at both ends, surrounding tiered dark stands, roof structures, advertising boards, and floodlight towers.

The field is approximately 44 units wide by 72 units long. Place two complete teams of 11 simple humanoid players: Aurora Athletic is blue and attacks the north/negative-Z goal; Ember City is red and attacks the south/positive-Z goal. Players should be compact stylized figures with colored capsule-like shirts/torso and arms, dark legs, white shoes, skin-tone heads and dark hair. Include goalkeeper roles, with a small gold glove detail. The user-controlled Aurora central striker has a glowing cyan selection ring on the grass and a cyan marker/arrow above their head. The ball is a small white 3D sphere with physical-looking movement, bounce, drag, rolling/spin, field-boundary collisions, and interactions with players.

The core goal is to score by moving the controlled blue player near the ball and shooting it into the opponent’s north goal. Support movement with WASD or arrow keys, sprint with Shift, pass with Z, and shoot with X. The player should face the movement direction and smoothly turn. The player can gain control when close to a slow-moving ball; while controlled, the ball stays just ahead of the player. Passing and shooting should launch the ball in the player’s facing direction, with shooting stronger than passing; holding Shift increases kick power, and pressing Up while shooting can add loft. A normal shot has a lower arc while an upward shot has a higher arc. AI teammates and opponents move around the pitch based on home positions, role, ball location, and team possession: midfielders/attackers chase or support the ball, defenders return toward shape, goalkeepers track the ball near their own goal, and nearby opponents can challenge/tackle and kick the ball. Keep the game focused on the football match rather than adding unrelated mechanics.

Use a match state with kickoff, active play, goal pauses, halftime, and full time. At kickoff, place all players in their formations and the ball at midfield for a short kickoff delay. On a valid goal, increment the appropriate team score, pause play for a brief celebration, show which team scored, then reset formations and resume from kickoff. Run a five-minute match clock: show halftime at about 2:30, pause and require the Start Match button to continue the second half, then show Full Time at about 5:00 and stop play. Include a reset that returns to the initial menu and clears score and time.

Build a dark translucent broadcast HUD over the 3D view. At the top center, show a rounded glassy scoreboard with the labels AURORA in blue, EMBER in red, a large “0 — 0”-style score, and a digital clock starting at 00:00; include the broadcast label “RIVERLIGHT STADIUM · LIVE.” At bottom left, show a rounded dark instruction panel reading “Move: WASD / arrows · Sprint: Shift · Pass: Z · Shoot: X” and “Stay close to the ball to control it. Blue attacks the north goal.” At bottom right, show “QUICK MATCH” and the current phase such as Kickoff, halftime, or full time. Before play, cover the scene with a dark green translucent overlay and centered rounded panel containing the title “STRIKER FIELD,” subtitle “An original broadcast-style 3D football match.”, a bright green Start Match button, a darker Reset button, and the team description “Blue team: Aurora Athletic · Red team: Ember City.” Use clean modern sans-serif typography, rounded corners, subtle borders, blur/glass effects, and a green/cyan/red broadcast color palette. During goals and halftime, update the status text with messages such as the scoring team and “Halftime — press Start Match to continue.”

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