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World Kick

  • 2d
  • sports
  • soccer
  • mobile
  • top-down
  • arcade
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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. Sadra built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

World Kick was built by Sadra 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 World Kick 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 World Kick

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 mobile-first top-down 2D soccer demo called “World Kick,” implemented as a single responsive canvas game with HTML/CSS overlay UI. Use a dark navy/teal visual style, rounded translucent panels, cyan highlights, gold score accents, and Persian RTL interface text. The initial screen is a full-screen radial-gradient navy/blue background with a centered dark glass-like rounded card titled “World Kick,” followed by a Persian description explaining that this is an authentic mobile football match demo rather than a one-to-one FIFA copy. Below it, show selectable rounded team buttons in a wrapping row: “🇮🇷 پرشیا اف‌سی” / PERSIA FC selected by default, “🇧🇷 سامبا اف‌سی,” “🇯🇵 ساکورا اف‌سی,” “🇪🇸 ایبریا اف‌سی,” “🇫🇷 آلپاین اف‌سی,” “🇸🇪 نوردیک اف‌سی,” and “🇬🇧 لاین اف‌سی.” The selected team has a bright cyan outline and blue-tinted fill. Include a full-width teal gradient button labeled “شروع مسابقه” to begin. Keep the UI usable in portrait mobile layouts as well as desktop, with safe-area-aware spacing.

When the match starts, hide the menu and show a top-down, slightly camera-following soccer field rendered on a 1800x1000 world. The field has a dark green outer background, a lighter green rectangular playing area inset roughly 70 pixels from each edge, white boundary lines, a halfway line at x=900, a center circle, penalty boxes at both ends, and white goal posts/goal openings at the far left and right. The camera scales the complete world to fit the viewport and follows the controlled player so the player stays near the viewport center. Draw simple flat circular players with white outlines and white jersey numbers: the controlled player is cyan with a larger gold ring, three teammates are blue, and four opponents are red/pink. Place the player initially around the lower-central area of the pitch, with teammates spread around the center and lower field, and opponents mostly in the upper half plus one on the right. Draw the ball as a small white outlined circle.

The game is a two-minute match. Put a fixed translucent dark top bar at the top center showing the selected team name in cyan, the score in gold as “0 - 0,” and a digital countdown initially “02:00.” Add a small Persian hint below it: “حرکت با جوی‌استیک • شوت، پاس و تکل با دکمه‌ها”. Add a pause button marked “Ⅱ” at the upper-right. At the bottom-left, provide a large circular virtual joystick with a dark translucent base and glowing cyan draggable stick. At the bottom-right, provide four large rounded action buttons in a 2-column grid: red “شوت” (shoot), teal “پاس” (pass), ochre “دویدن” (sprint), and purple “تکل” (tackle). Buttons should have pressed/scaled feedback and translucent shadows.

Controls and mechanics: support the virtual joystick and also keyboard movement with WASD or arrow keys. Normalize diagonal movement. The player moves at base speed about 310 world units/second and moves about 1.55x faster while the sprint button is held or Shift is held. Keep the player within the pitch bounds. The player starts possessing the ball, and while possessing it the ball sits just in front of the player relative to movement direction, defaulting upward if stationary. Pressing space or the shoot button kicks the ball away in the current input direction (upward by default) at about 850 units/second. A pass button kicks at about 560 units/second toward the nearest teammate. After a kick, the ball becomes ownerless, travels with velocity, and decelerates heavily over time; bounce it softly off the world edges and clamp it inside the field. The player automatically reclaims a nearby ownerless ball.

The four opponents continuously move toward the ball at about 115 units/second. If an opponent comes close to the player who has the ball and the player is not sprinting, transfer possession to that opponent. The tackle button checks opponents within about 90 world units and pushes nearby opponents away from the player; it does not need a complex animation. Teammates drift slowly toward simple fixed formation positions. Goals are scored when the ball crosses the left or right goal opening (vertical edge ranges around y=360–640): award a point to the appropriate side, then reset the player and ball to kickoff near the lower center with the player possessing the ball. Let the controlled side score into the right goal and the opponent score into the left goal. Do not add invented formations, fouls, cards, goalkeeper AI, power-ups, multiplayer, or complex 3D features.

When the countdown reaches zero, stop the match and show a centered dark translucent result overlay over the dimmed field. Display “سوت پایان,” a Persian final result line formatted like “نتیجه نهایی 1 - 0,” and a teal “مسابقه دوباره” button that resets the timer, score, positions, possession, and starts a fresh match. Pause freezes gameplay and can be toggled with the upper-right button. Preserve the clean, minimal vector/canvas aesthetic: no textures or photorealism, just crisp field markings, circles, simple numbered players, dark navy overlays, cyan/gold accents, and responsive touch controls.

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