Skip to content

Arcade › Turbo Goal

Turbo Goal

  • 3d
  • arcade
  • car-soccer
  • sports
  • action
  • touch-controls
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. goody0gang built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Turbo Goal yet. Play it, then tell goody0gang what you would add next.

Make your own game

Turbo Goal was built by goody0gang 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.

Read the build brief for Turbo Goal

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 browser-based 3D arcade game titled “Turbo Goal.” Use a dark navy background/world and a fixed elevated third-person perspective looking down at a rectangular indoor soccer/rocket-car arena. The arena is a green field approximately 28 units wide by 18 units deep, surrounded on all four sides by low dark blue walls. Add a thin pale center line and a pale circular center mark. Put goals centered in the left and right end walls: the left goal is blue and the right goal is orange, each visibly constructed from a colored back panel and thick colored top/side posts. Use soft shadows, fog, bright ambient/directional lighting, and a polished low-poly/standard-material look.

Place the player’s blue-team car at the left half of the field and an orange opponent car at the right half. Load or approximate compact stylized racing cars: the player car should read as green/blue-team colored, and the opponent as orange. Place a large red soccer ball near midfield, slightly above the grass, with visible rolling/spinning motion. The camera should remain high and angled down, centered mostly on the player, following its position subtly while keeping most of the pitch visible.

The core mechanic is car soccer: drive the player car into the ball to push it toward the opponent’s orange goal, while an orange AI car chases the ball and nudges it toward the blue goal. A goal is scored when the ball crosses the left or right goal-side boundary near the end walls. Orange scoring in the blue goal increments the orange score; ball entry into the orange goal increments the blue score. After every goal, reset both cars to their starting sides and return the ball to midfield, stop its velocity, and refill the boost. Display a brief centered announcement such as “KICK!”, “BLUE SCORES”, or “ORANGE SCORES.” The match is first to 5: when either side reaches five, show “BLUE WINS” or “ORANGE WINS,” then reset the displayed score back to 0–0 shortly afterward.

Implement simple physics matching the source behavior: player movement responds to WASD or arrow keys, with horizontal input controlling x and vertical input controlling z; normalize diagonal input, accelerate/lerp toward a normal speed around 5.5, decelerate when input stops, and clamp the car inside the field. Rotate the car to face its current velocity. The player’s proximity plus movement pushes the ball away from the car. The ball has drag, rolls/spins according to velocity, bounces off the north/south walls with dampening, and stays slightly bobbing above the field. The opponent autonomously steers toward the ball at a slower speed around 4.2 and pushes it when close.

Add a boost mechanic. Holding Left/Right Shift on desktop or the on-screen BOOST control on touch devices increases player speed to about 9 while there is boost available; drain the boost meter at roughly 30 units per second while boosting and regenerate it at roughly 12 units per second otherwise. Boost only activates while driving. Add a KICK action: Space on desktop or the on-screen KICK button on touch devices. If the player is within roughly 3.1 units of the ball, kick it strongly away from the player and briefly show “KICK!”

Create a fixed HUD over the canvas. At the top center show a rounded dark translucent score pill reading “BLUE 0 — 0 ORANGE” with bold spaced lettering. At top right show an amber outlined BOOST pill with a horizontal orange-to-pale-yellow fill meter. Under the score, show the hint “WASD / arrows to drive”; on wider screens append “| Space: kick Shift: boost.” Center announcements should be large, bold, rounded, dark translucent panels with a smaller “First to 5 wins” subtitle. For mobile/touch play, place a translucent four-button directional pad at bottom left (up triangle above, left/down/right in the lower row) and circular BOOST and KICK buttons at bottom right; KICK should be blue/cyan and BOOST amber/orange. Keep the UI dark, rounded, translucent, and readable over the navy scene. Ensure the canvas fills the viewport, prevents page scrolling, supports resizing, and the touch buttons use press/release behavior for movement and boost.

More free browser games

Browse the whole Arcade →