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Turbo Pitch

  • 3d
  • arcade
  • car-soccer
  • sports
  • physics
  • mobile
  • multiplayer-style
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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. Hudson Gregg built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Turbo Pitch yet. Play it, then tell Hudson Gregg what you would add next.

Make your own game

Turbo Pitch was built by Hudson Gregg 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 Pitch 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 Pitch

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 Pitch.” Use a Three.js-like real-time 3D presentation with a third-person chase camera behind and above the player’s small hatchback sports car. The camera should smoothly follow the car, look toward a point just above it, and allow the player to orbit/adjust the view by dragging the mouse; on touch devices, dragging the right side of the screen adjusts camera yaw and pitch. Use a dark navy sky/background with atmospheric fog, a flat rectangular teal-green indoor/outdoor soccer pitch, crisp pale field markings, dark blue perimeter walls, and colored goal structures at opposite ends. Light the arena with soft sky/hemisphere illumination, a strong directional key light, visible car and ball shadows, and a few warm yellow stadium lamps along the far end. Keep the style clean, low-poly, colorful, and minimal, with rounded translucent HUD controls.

The arena is approximately 30 units wide and 46 units long, enclosed by low dark blue walls. Put a pale center line across the width, a pale line down the length, additional short field lines near each end, and a pale center circle. At the north/end of the pitch, build a blue goal frame/back structure; at the south/end build an orange goal frame/back structure. Each goal is about 8 units wide, 3 units tall, and extends about 4 units into the field, with a colored back, side posts, and top bar. Place a large white soccer ball at the center, with simple rolling/spinning behavior and a visible shadow. The player starts near one end at approximately (0, 0.45, 11), facing toward the center/opposite end. In match mode, an orange opponent car starts near the opposite end at approximately (0, 0.45, -11), facing toward the player.

The core mechanic is driving into and maneuvering around the ball to push it into a goal. The player car has acceleration, steering, braking, jumping, and a limited turbo boost. Driving direction is based on the car’s yaw; throttle accelerates forward, drag/friction slows it, steering changes angular velocity more strongly at higher speed, and braking rapidly reduces velocity. The car can jump only while grounded, launching vertically, then gravity brings it back down. Keep the car inside the pitch bounds and bounce it back slightly when it hits a wall. When a car contacts the ball, push the ball away from the car with a force based on relative motion and give it a small upward impulse. The ball should have gravity, bounce when it hits the ground, slow through rolling/air drag, bounce off side and end walls, and enter the goal if it crosses an end boundary within the goal width and below the goal height.

Provide two modes. Start in Practice mode: the player can drive and interact with the ball, but there is no active opponent and no countdown progression. A prominent button toggles between “Switch to Match” and “Switch to Practice.” In Match mode, reset both cars and the ball, reset the score, and start a two-minute countdown. Add a simple orange AI car that steers toward the current ball position, throttles strongly when generally aimed at it, brakes minimally, occasionally jumps while grounded, and uses boost when aligned and it has enough boost. Award a goal to Blue when the ball enters the blue end and to Orange when it enters the orange end; after each goal show a brief centered message such as “BLUE GOAL!” or “ORANGE GOAL!” with “Resetting play,” pause briefly, and reset both cars and the ball. At time zero, show “BLUE WINS,” “ORANGE WINS,” or “DRAW” and return to practice behavior; allow the mode button or M key to restart a match.

The player controls should include desktop keyboard support: W or Up Arrow accelerates, S or Down Arrow brakes/reverses input as implemented, A/Left and D/Right steer, Space jumps, Shift boosts, R resets the player car, M toggles practice/match, and mouse drag adjusts the camera. Also support gamepads with left stick steering, trigger-style throttle/brake, face button jump and boost, and right stick camera adjustment. On coarse/mobile screens, show a large translucent circular virtual joystick in the lower-left: horizontal movement steers and vertical movement controls forward throttle. Show circular lower-right buttons labeled “JUMP,” “BOOST,” and “BRAKE,” and reserve the right-side upper area for camera dragging. Make all touch controls prevent page scrolling.

Build a fixed HUD over the 3D scene. At the top center, show a dark translucent rounded scoreboard capsule with a blue dot and blue score on the left, a centered digital timer reading “2:00” initially, and an orange dot and orange score on the right. On desktop also show a small upper-left help panel reading “Turbo Pitch,” “WASD drive · Space jump · Shift boost,” “Mouse drag camera · R reset car · M match/practice.” Show the current mode as “Practice” or “Match” in the scoreboard and place the mode toggle button at upper right; on mobile move the mode button to the bottom center and hide the help panel. Use centered, bold, shadowed temporary messages for mode changes, goals, and match results. Display boost as a gameplay resource internally and visually represent active boost with a small warm yellow/orange exhaust flame behind the car; boost drains while boosting and refills when not boosting. Ensure the game is immediately playable, starts with a controllable car and ball, and is responsive to window resizing.

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