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Arcade › Turbo Triple
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ayden Porter built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Turbo Triple yet. Play it, then tell Ayden Porter what you would add next.
Turbo Triple was built by Ayden Porter 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 Triple 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 browser-playable arcade 3-on-3 streetball game titled “Turbo Triple,” using a full-screen responsive HTML canvas with a lightweight software-rendered pseudo-3D court and an overlaid HUD. The camera should follow the currently controlled cyan player from a low, behind-the-player perspective, with the court projected into depth: a pale sky-blue background, a rectangular gridded court extending from z=-12 to z=12, faint white grid lines, a white center circle, and simple dark gray backboard poles at both ends with white backboards and orange hoops. Render the court and players with flat colorful shapes rather than detailed 3D models. The game is a timed 3-on-3 match. Put three cyan “YOU” players on the near half, initially around (-4,4), (0,5), and (4,4), and three red CPU players on the far half around (-4,-4), (0,-5), and (4,-4). Players are stylized as colored oval bodies with peach circular heads, small dark oval ground shadows, and floating labels: the user team labels should read “YOU 1”, “YOU 2”, and “YOU 3,” while opponents read “CPU.” Highlight the selected user player with a yellow ring around their head. Draw the orange basketball as a small orange circle with a dark outline; when possessed, it follows the selected/possessing player and bobs vertically, and when released it follows a short arcing flight animation. Core play: the user directly controls one cyan teammate at a time. Move with WASD or arrow keys (the implementation should support W/S for forward/back and A/D for horizontal movement; arrow up/down also move forward/back), clamping the controlled player to approximately x=-8..8 and z=-11..11. Hold Shift or the on-screen lightning/Turbo button to greatly increase movement speed (normal speed about 9, turbo about 21). Switch controlled teammates with number keys 1, 2, and 3 or the numbered team buttons; switching also makes that teammate the current ball owner in the simple arcade possession model. Press Space, the “SHOOT / PASS” button, or the large basketball touch button to release the ball. If the selected player does not currently own the ball, the action should switch possession to that player instead and show a “PLAYER SWITCHED” toast; otherwise release it and show “GREEN RELEASE!” The ball should travel for about 0.8 seconds with a pronounced upward arc. At the end of its flight, award the user a point if it is at the far scoring boundary (z < -9), award the CPU a point if it is at the near boundary (z > 9), and otherwise return possession to the selected user player. Include simple autonomous movement: non-selected cyan teammates drift toward their formation positions, while red players drift toward cyan players. If a loose ball is near any player, let that player pick it up; if a red player gets it, display “CPU HAS BALL,” then after a short delay occasionally award a CPU score and return the ball to the user. Start with a 2:00 countdown clock. Count it down in real time, never below 00:00; when it reaches zero stop gameplay and show a “FINAL BUZZER” toast. Maintain user and CPU scores, initially 0–0, and provide a RESET PLAY control that restores the timer, scores, player positions, possession, and selected player to their initial values while showing “NEW PLAY.” Display brief dark translucent center-top toast messages with yellow text for events such as GREEN RELEASE!, PLAYER SWITCHED, BUCKET!, CPU BUCKET, CPU HAS BALL, NEW PLAY, and FINAL BUZZER. HUD: overlay a dark navy translucent interface over the canvas. At top left, show a rounded card with “TURBO TRIPLE,” the subtitle “Original 3-on-3 streetball,” and a yellow “TURBO 2000% ACTIVE” line. At top right, show a rounded score card with user score, an em dash, opponent score, and the clock underneath (initially 02:00). Near the top center show the help text “WASD / arrows move • 1 2 3 switch teammates • Space shoot • Shift turbo.” On the right side, show a rounded “CONTROLLED PLAYER” panel with the selected name (“ACE #1” initially; use names “ACE #1,” “JET #2,” and “BRICK #3”), three numbered teammate buttons with the active one cyan, a blue “SHOOT / PASS” button, a “RESET PLAY” button, and the note “Your squad is cyan. Red squad is CPU.” Along the lower left, provide touch controls: left and right circular buttons, a cyan lightning boost button, and a large orange basketball action button. Make all controls usable by pointer/touch as well as keyboard, and make the layout responsive on small screens. Use the visual style shown: clean arcade sports UI, cyan and red teams, orange basketball and hoops, yellow selection/turbo accents, rounded navy HUD cards, white typography, and an airy light-blue court/background. Keep the scene minimal and abstract, with no textures, crowd, audio, inventory, powerups, or extra game modes beyond this timed single-court match.