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Turbo Pitch

  • 3d
  • arcade
  • soccer
  • vehicle
  • sports
  • touch-controls
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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. ulysses jonhson 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 ulysses jonhson what you would add next.

Make your own game

Turbo Pitch was built by ulysses jonhson 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 soccer/rocket-car game titled "Turbo Pitch". Use a low-poly, clean stylized Three.js-like presentation with a dark navy background/fog, soft shadows, simple solid materials, and a third-person chase camera behind and slightly above the player vehicle. The arena is a rectangular enclosed pitch approximately 18 units wide by 30 units long. Its floor is dark green with alternating long lighter-green longitudinal stripes, bounded by blue/teal side rails and short end walls. Add a pale center line across the width and a pale center circle. Place a blue goal frame at the far/north end and an orange goal frame at the near/south end: each is an open rectangular frame with two posts, a crossbar, and a translucent back panel/net, spanning about 7.2 units and rising about 2.8 units. The player is a small sporty hatchback car starting near the south end at the center, facing toward the far goal. Render it as a colorful cyan/teal car with a darker lower body and visible simple windows/wheels if available; a rounded or boxy fallback car is acceptable, but it must clearly read as a car. A pale white ball starts at the center of the field.

Core gameplay is direct vehicle-controlled soccer: drive into the ball to kick it toward either goal and score. Use keyboard controls W/A/S/D or arrow keys: up/W accelerates forward, down/S reverses more weakly, left/right steer and turn the car. Space activates a temporary boost while there is boost energy; boost raises the maximum speed and acceleration, and the boost meter drains while boosting with throttle and gradually refills when not actively using it. The car has damped momentum, can turn while moving, and is clamped inside the pitch boundaries. The ball has simple physics: it moves from car impacts, has mild gravity/bounce, friction, and bounces off the side/end boundaries. When the ball crosses into the blue goal opening at the north end, increment the blue score; when it crosses into the orange goal opening at the south end, increment the orange score. After a goal, pause/reset the round after a short delay, returning the car to the south-center start and the ball to midfield while retaining the score. A reset command/button immediately resets the current round; the visible RESET control also clears both scores to 0-0.

Keep the camera smoothly following from behind the car and looking toward it, with the view rotating as the car turns, so the field and goal ahead remain visible. Include a fixed responsive HUD over the canvas: at the top center, a dark translucent rounded rectangular scoreboard with a subtle border, the uppercase title "TURBO PITCH" in small spaced pale-cyan lettering, and a large white score formatted "0 — 0". At the bottom center show the instruction text "WASD / arrows to drive · Space to boost · R to reset" in a small light font on a translucent dark pill. At the bottom corners provide touch controls for mobile: a four-direction arrow pad on the lower left (up, left, down, right) and on the lower right rectangular BOOST and RESET buttons. Touch buttons should behave as held controls for driving/boosting, and RESET should clear the score and reset the game. On larger screens the touch controls can be partially transparent but remain visible. Use a dark navy/teal UI palette with cyan interaction highlights, rounded corners, and no extraneous menus or gameplay features.

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