Appearance
Arcade › Striker Nexus
Click the game above and it runs right here in your browser. No download, no installer, no account needed. yannmaeldogo built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Striker Nexus yet. Play it, then tell yannmaeldogo what you would add next.
Striker Nexus was built by yannmaeldogo 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 Nexus 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 browser-based 3D third-person sandbox titled “Striker Nexus,” presented in a dark futuristic anime-football academy campus. Use Three.js or an equivalent real-time 3D engine with a perspective camera following a blocky humanoid striker avatar from behind at about 8 units distance. The player starts near the center of a rectangular teal-green football training pitch, facing toward the pitch, and can move freely with WASD or arrow keys; Space makes the character jump. Provide mouse camera control and a mobile-friendly integrated virtual joystick/touch control. Use simple low-poly/blocky character models with shadows and idle/walk/run/sprint animation states. Tint the player toward the selected team’s color, with rival/student blocky characters placed around the pitch in alternating pink and violet/blue colors; they should mostly stand idle rather than behave as enemies. Build a large dark campus world: a broad navy ground/base, a central 28-by-18 training pitch with teal turf, glowing pale aqua center and boundary lines, and short dark blue segmented wall/obstacle blocks along the pitch sides. Around the field place four raised training islands/areas labeled conceptually “LOCKER DISTRICT,” “META LAB,” “TEAM HALL,” and “RANKED GATE,” each with rows of futuristic dark lockers and bright cyan vertical locker lights. Add a distant ring of faceted dark-blue tower pillars, plus sparse glowing grid markings. Use deep navy fog/background, cool cyan-blue accent lighting, a bright directional key light, soft shadows, and an additional blue point light for a polished neon academy look. Add a blue football named the META ball at the center of the pitch; it should gently bob up and down and continuously rotate. There is no demonstrated kick, scoring, combat, or ball possession mechanic: the experience is an explorable football-campus sandbox. Overlay a responsive French HUD over the game. In the upper-left, show a translucent dark rounded panel with cyan uppercase title “STRIKER NEXUS” and subtitle “Campus d'élite • anime football sandbox.” In the upper-right, show a matching translucent stats panel with: “Équipe : AURORA” (cyan team value), “Cash : ∞” (gold), “Revenus : +∞ / sec” (gold), “Multiplicateur : x1.0” (pink), and “Balle : META” (cyan). At the lower-left show the help text “WASD / flèches : courir • Espace : bondir • Souris : caméra • mobile : joystick intégré.” At the lower-right place two large interactive buttons: “Changer d'équipe” in a cyan/blue gradient and “Mutation instantanée” in a pink/gold gradient. Center a small pale crosshair. Use translucent panels with subtle blue borders, blur, shadows, rounded corners, and neon cyan/pink/gold typography. Implement the two UI interactions exactly as visible in the mechanics: clicking “Changer d'équipe” cycles through AURORA, VORTEX, and OBSIDIAN, updates the team label, increases the multiplier by 0.5 each time, and shows a temporary toast such as “Sélection VORTEX • multiplicateur x1.5.” Clicking “Mutation instantanée” randomly selects one of PHANTOM, BERSERK, ECLIPSE, or AERO, increases the multiplier by 1, changes the ball label to “<mutation> META,” and shows a temporary toast such as “Mutation PHANTOM activée — aucun temps d'attente.” Keep cash and income infinite, and display the current multiplier with one decimal place. Support both desktop and narrow portrait/mobile layouts: on small screens hide the help panel, keep the stats readable, and retain touch-sized buttons. The visual style should be clean low-poly 3D, neon sci-fi sports campus, dark navy environment, teal turf, and colorful translucent HUD panels.