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Touchline Career

  • 3d
  • football
  • soccer
  • career
  • sports
  • mobile
  • arcade
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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. Muhammad Bin Imran built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Touchline Career yet. Play it, then tell Muhammad Bin Imran what you would add next.

Make your own game

Touchline Career was built by Muhammad Bin Imran 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 Career 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 Touchline Career

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 mobile-friendly 3D football/soccer career game titled "Touchline Career". Use a dark navy presentation with a full-screen Three.js-style 3D match scene and an HTML overlay HUD. Begin on a centered career setup card over the dark background: title "Touchline Career", subtitle "Build your player, earn XP, and win your first match.", a footballer-name text field defaulting to "Alex Carter", a position dropdown defaulting to ST with options ST, LW, RW, CAM, CM, CDM, CB, and GK, and a large cyan-to-green gradient "START CAREER" button. Under it show pill labels "Small club debut", "90 sec match", and "Earn XP + upgrades". Style the card as a dark translucent panel with rounded corners, thin cyan border, white heading, muted blue-gray text, and rounded dark input/select controls.

After starting, show a top-down/third-person perspective football pitch in a compact arena. The camera is elevated behind and slightly above the user footballer, looking toward the opposite goal; use a perspective camera, dark navy sky/background and light fog. Build a rectangular green pitch about 32 by 22 units with alternating darker/lighter longitudinal grass stripes, white touchlines, goal lines, halfway line and center circle. Add simple white goals/nets at both short ends, dark block-like spectator stands along both long sides, sparse stylized crowd figures in alternating blue and yellow, and a few arena banners. Use soft shadows, bright directional stadium-like lighting, and simple low-poly geometry.

Place the user footballer near the lower half of the pitch, represented by a bright teal-green low-poly capsule/body with a small skin-colored spherical head and shirt detail. Add three teal teammates, three red opponents, and a yellow goalkeeper near the far goal. Add a small white football with physics-like rolling and bouncing. The match is between "RIVERSIDE FC" and "NORTH CITY". At the top center, display a dark translucent rounded scoreboard with the team names, score initially "0 - 0", and a countdown clock initially 01:30 (the code tracks 90 seconds and displays remaining seconds as 00:SS). Show a bottom hint on desktop: "WASD / arrows move · Shift sprint · E pass · Space shoot".

Core gameplay: the user controls only their footballer and must play the 90-second match. Support keyboard movement with WASD/arrow controls, Shift sprint, E pass, and Space shoot. On touch devices, show a translucent circular virtual joystick at bottom left and three bottom-right buttons: SPRINT, PASS (green), and SHOOT (red). The joystick moves the player and rotates them in the travel direction; normal movement is about 6.2 speed and sprint is about 9.2. The match uses a third-person follow control/camera. The player can gain possession when close to a slow or stationary ball; while possessed, keep the ball just in front of the ball carrier. PASS sends the ball toward the nearest teal teammate with a ground/low trajectory. SHOOT sends it forward toward the far end with an upward component and stronger speed, allowing it to bounce. Apply damping, gravity, bouncing off the ground, and pitch boundary rebounds to the unowned ball. Opponents chase the ball or current ball carrier; if close enough they take possession, then advance toward the user's goal. The goalkeeper moves side-to-side near the far goal and can clear/reset the ball.

When the ball crosses a goal mouth, update the appropriate score, reset the ball near the center and reposition the player. The match clock counts down while active and stops at zero. At full time, calculate career progress: appearances +1, XP +50 plus 30 per home/player goal, rating starts at 6.4 and increases by 0.7 per player goal capped at 10, and level is 1 plus floor(XP/100). Persist the career data locally so the name, position, XP, appearances, goals, assists, rating, level, and baseline attributes (pace 72, shooting 68, passing 66, dribbling 69, defending 42, physical 64, club level 1) survive reloads. Show a full-screen dark result overlay with a centered dark card, title "WIN!" if the player's team has more goals, "DRAW" if tied, otherwise "FULL TIME"; text like "Alex Carter finished 1-0. Rating 6.4 · +80 XP · Level 1"; and a "NEXT MATCH" button that resets score, clock, result overlay, player position, and ball for another match. Keep the implementation faithful and minimal: no menus or mechanics beyond the setup, one match, passing, shooting, basic AI, scoring, career result, and restart loop.

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