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Arcade › Turbo Goal
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Alistair Woodbury built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Turbo Goal yet. Play it, then tell Alistair Woodbury what you would add next.
Turbo Goal was built by Alistair Woodbury 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 Turbo Goal 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 3D arcade car-soccer game titled “Turbo Goal.” Use a Three.js-style real-time 3D scene with a dark navy background and fog, soft shadows, bright stylized low-poly/asset-pack visuals, and a green rectangular turf arena viewed through a smooth third-person follow camera behind and above the player car. The player drives a blue-tinted sporty hatchback car starting near the south end of the field, facing toward the center/north. A red-tinted sporty sedan AI opponent starts at the north end facing south. The camera follows the player from roughly 7.5 units behind and 5.2 units above, looking toward the car and slightly ahead; smoothly interpolate camera movement as the car turns and moves. The arena is approximately 28 units wide by 18 units deep, with green turf, white field markings: a transverse center line, a center circle, and short white goal lines at both ends. Surround the sides and the non-goal portions of the north and south edges with chunky gray-blue arena wall segments. Leave a goal opening centered on each end, each about 6.4 units wide and extending approximately 2.1 units beyond the field. Place four arched gate pieces beyond each goal mouth and gray corner wall pieces at all four corners. The visual style should resemble polished Kenney-like miniature sports/toy assets: simple geometric cars, chunky walls, blue-gray materials, bright team tints, ambient/directional lighting, and visible soft shadows. The core gameplay is car soccer. Place one oversized blue ball at the center, with a radius visually close to the car width. It rests/bounces on the turf, has gravity, horizontal friction, vertical damping, wall bouncing, and spins as it travels. Cars collide with the ball: driving into it pushes it away with an impulse based on the car’s velocity, slightly lifts/bounces it, and produces a short impact sound. The player’s objective is to hit the ball through the opponent’s red/north goal opening. If the ball travels beyond the north goal depth, award one point to BLUE; if it travels beyond the south goal depth, award one point to RED/AI. After every goal, briefly show “BLUE SCORES” or “RED SCORES,” reset both cars to their starting positions, and put the ball back near midfield with a small kickoff velocity. Start the match with a “KICKOFF” message. The match lasts exactly 3 minutes; when the timer reaches zero, stop gameplay and show “YOU WIN,” “AI WINS,” or “DRAW,” followed by “ENTER TO RESTART.” Pressing Enter starts a fresh match. Implement responsive arcade car physics. Each car has position, velocity, facing angle, steering, jumping, and boost fuel. On the ground, forward/reverse acceleration, lateral slip reduction, drag, and steering make the car controllable; cap normal speed around 12.5 and boosted speed around 18. Allow the car to jump with vertical velocity around 8.2, apply gravity around 22, permit limited air steering/throttle, and settle back onto the turf with a small bounce/damping effect. A visible car flip/pitch reaction can occur briefly on jump/landing. Keep cars inside the side walls and, outside goal mouths, inside the north/south field boundaries; within a centered goal opening, allow entry into the goal depth. Controls: WASD or arrow keys drive (W/up forward, S/down reverse, A/left and D/right steer); Space jumps; Shift boosts; R resets the player car to its south starting position and orientation. On touch devices, display an on-screen directional pad with up/down/left/right buttons and action buttons labeled BOOST, JUMP, and RESET. Use pointer/touch hold behavior for these controls. Prevent page scrolling while using game controls. Play a short jump sound on jumping and a heavier impact sound when a car hits the ball, with safe failure handling if audio is blocked. Add five rotating gold boost pickups/coins on the turf: two near the blue/player end at x=-8 and +8, z=-4.2; two near the red/AI end at x=-8 and +8, z=4.2; and one at midfield. When either car comes within about 1.35 units and is not full, grant up to 42 boost, hide/deactivate that pickup for 7 seconds, then respawn it. Boost drains at roughly 34 units per second while held and naturally regenerates at roughly 8 per second while the car is grounded and not boosting. The boost also accelerates the car strongly in its facing direction, around 24 acceleration. Include a HUD over the 3D scene. At the top center, show a rounded dark translucent score bar with a blue player score on the left, a white countdown clock in the middle formatted m:ss starting at 3:00, and a red AI score on the right. At upper left on desktop, show a compact dark translucent instruction panel reading: “Drive: WASD / arrows · Jump: Space · Boost: Shift · Reset: R” and “Hit the big ball into the red goal. Higher score after 3 minutes wins.” Show temporary large centered match messages such as KICKOFF and scoring/results announcements. At bottom right show a yellow/orange BOOST label, numeric fuel value from 0 to 100, and a rounded horizontal gradient fill bar with a glowing yellow edge. On touch/coarse-pointer layouts, hide the instruction panel, show the touch controls, and move the boost bar upward so it does not overlap the controls. Make the canvas fill the viewport, support safe-area insets, and resize the camera/render target with the window.