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Arcade › Turbo Pitch
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jhonnsy Marroquin Alejandro (Student) built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Turbo Pitch yet. Play it, then tell Jhonnsy Marroquin Alejandro (Student) what you would add next.
Turbo Pitch was built by Jhonnsy Marroquin Alejandro (Student) 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.
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 third-person chase camera behind and slightly above a small futuristic car, with smooth camera follow and a perspective view of a rectangular enclosed soccer arena. The arena is about 34 units wide and 86 units long: a green, low-poly/cleanly modeled pitch with pale midfield line and center circle, dark blue solid boundary walls on all four sides, and a blue glowing goal at the far end plus an orange glowing goal at the near end. Use a cool blue-gray stadium-like background with fog, soft ambient fill, warm directional sunlight, shadows, and subtle colored goal lighting. The player controls a compact white/silver rocket-style car. Model it from simple geometric parts: a metallic light body, cyan-blue hood, dark tinted cabin, black rear spoiler, bright headlights, front grille, and four black wheels. Place the car at the orange end of the field facing toward the blue goal. The playable object is a large off-white soccer ball with a blue ring/stripe, initially at midfield. Give the ball basic physics: gravity, rolling/damping, bouncing off the ground, and side-wall bounces. When the car gets close enough, it should kick/push the ball away from the car based on their separation and the car's velocity. The objective is to drive the ball through either end of the arena. If the ball crosses the blue end, award a blue goal; if it crosses the orange end, award an orange goal. Maintain a centered top scoreboard showing blue score on the left and orange score on the right, initially 0 — 0. On a goal, show a dark translucent full-screen announcement with either "BLUE GOAL!" or "ORANGE GOAL!", then reset the kickoff after a short delay: return the car to the orange end, reset its heading and velocity, return the ball to midfield, and put the AI goalkeeper back in front of the blue goal. Add a simple AI goalkeeper at the blue goal: a small red, low-poly rectangular goalie vehicle/body with a dark helmet/head, two tan arms, and a subtle red warning light. It should track the ball's x position along the goal mouth, clamped to the width of the goal, moving horizontally with a limited speed. When the ball approaches the blue goal, have the goalkeeper deflect/save it if it is within the keeper's reach, sending it back toward the field and slightly sideways. Driving controls: WASD or arrow keys drive and steer; W/up accelerates forward, S/down reverses, and A/D or left/right steer. Holding Shift activates a limited turbo boost that increases acceleration and drains a boost meter; when not boosting, the meter gradually replenishes. Show a "BOOST" label and a horizontal meter at the bottom-right, full at the start, with a cyan-to-yellow fill. Space makes the car jump briefly using vertical velocity and gravity. Prevent the car from leaving the pitch bounds. Include mobile controls over the game: circular left and right steering buttons at bottom-left, a circular jump button and lightning boost button at bottom-right; these should mirror steering, jump, and boost input. Use a minimal dark translucent HUD with rounded borders and clean modern sans-serif typography. At upper-left show a panel labeled "TURBO PITCH" with the instruction "Score by driving the ball past the AI goalkeeper" and "WASD / arrows drive · Shift boost · Space jump". Keep the reset control at upper-right as a small "RESET MATCH" button; clicking it clears both scores and resets kickoff. Keep the game full-screen, with the 3D canvas behind the HUD, responsive to window resizing, and no extra menus or invented gameplay systems.