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Arcade › Touchline
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Bautista Azpilcueta built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Touchline yet. Play it, then tell Bautista Azpilcueta what you would add next.
Touchline was built by Bautista Azpilcueta 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 Touchline 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 low-poly 3D soccer/kickabout game titled “Touchline.” Use a Three.js-style third-person camera following a single controllable player from behind and slightly above, looking down a long rectangular green pitch. The camera should stay centered on the player with a close arcade-sports feel; the screenshot view shows the player in the lower-middle foreground, the ball ahead, and the far end of the field in the distance. Build a dark green rectangular pitch approximately 24 units wide and 38 units long, with a slightly raised solid green ground slab. Add alternating subtle translucent green longitudinal mowing stripes. Mark the pitch with thin pale white lines: all four touchlines, a halfway line across the middle, and a white center circle. Put simple white goal structures beyond both short ends: a horizontal crossbar and two vertical posts at each end. Along the far end/edges, add sparse small lime-yellow flag-like posts. Use a dark deep-green background with fog fading the distant field into the background. The player is one low-poly stylized humanoid/soldier-like character, scaled up enough to read clearly, standing on the pitch and facing generally toward the ball/opponent goal. Give the character a chunky toy-like body with a blue-gray torso, a prominent red/orange vertical back panel, brown/orange arms or side pieces, and blocky legs, matching the supplied visual style. The character should have idle, walking, running, kicking, and hurt-capable animation states if the model/animation system supports them; movement animation switches between idle, walk, and run based on motion. Do not add opponents, teammates, goalkeeper, crowds, or other gameplay entities: this is a solo ball-control scene. Place one smooth off-white spherical soccer ball slightly above the grass in front of the player. Give it simple physics: gravity makes it arc and bounce, horizontal velocity gradually loses energy on the ground, and it collides/bounces softly against the pitch boundaries. Start the ball around the center of the pitch with a small diagonal velocity. The player can move freely with WASD or arrow keys; also provide a mobile virtual stick/touch movement control. Movement speed is about 6.2 units per second. The player does not jump. Implement the core interactions exactly as a simple arcade soccer game. Press Space to kick when within about 2.15 units of the ball. The kick direction is primarily from the player toward the ball, blended slightly with the player’s facing direction; apply a strong impulse with an upward component so the ball can travel and bounce. Holding Shift while kicking makes the kick weaker. While Shift is held and the player is near the ball, engage close dribbling: gently pull/steer the ball near the player’s facing direction and keep it close. The on-screen help should describe: “Move WASD / arrows or mobile stick · Shift close dribble · Space kick · R reset.” Press R to reset the ball to its starting position and velocity and briefly show a “Ball reset” toast. Award a goal to BLUE when the ball travels beyond the far positive-Z end of the field, and award a goal to RED when it travels beyond the opposite negative-Z end. After either goal, increment the corresponding score and reset the ball. Keep the score starting at zero and display it as “BLUE 0 — 0 RED,” updating it live. Use a clean HUD over the game: a dark translucent rounded score panel centered near the top with spaced uppercase lettering, a lime-green pill badge at the upper right labeled “TOUCHLINE,” and a dark translucent rounded help panel at the bottom-left/lower area with white text and bold labels for the controls. Include the temporary white rounded “Ball reset” toast near the bottom center. Use responsive full-screen layout suitable for portrait mobile as shown, dark green scene background, soft shadows, hemisphere ambient lighting, a warm directional key light, and a subtle cool rim light. Render with antialiasing, filmic tone mapping, and fog for the polished low-poly sports-toy appearance.