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Arcade › World Nations Sim
Click the game above and it runs right here in your browser. No download, no installer, no account needed. elliotjaxson built it with Cinevva, so it works on a phone or a tablet too.
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World Nations Sim was built by elliotjaxson 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 Nations Sim 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 game titled “World Nations Sim,” an autonomous AI-vs-AI national-team soccer simulation that the player watches rather than directly controls. Use Three.js for a compact 3D broadcast-style stadium and an overhead, slightly forward-angled perspective camera that smoothly follows the ball across the field. The camera should be at roughly (0, 28, 18), use a perspective view, and subtly track the ball’s x/z position while looking toward the pitch. Render a bright green rectangular soccer pitch approximately 48 units long by 28 units wide, with alternating vertical grass stripes, white boundary lines, halfway line, center circle, penalty boxes and arcs. Add a pale pitch border, blue-gray block stadium stands on all four sides, sparse rows of small multicolored crowd-seat blocks, white goals with posts, crossbars, back bars and translucent pale nets at both ends, and a decorative metal arch above the stadium. Light the scene with soft sky/hemisphere lighting and directional sunlight, shadows, and mild atmospheric fog. Include a textured white soccer ball with black polygon patches and a soft circular ground shadow. The setup overlay is a full-screen dark translucent radial-gradient layer with a centered blurred/glass panel titled “World Nations Sim.” Explain that this is a watchable soccer simulation, not an arcade game: choose any two real national sides from the full FIFA member-association pool and let the AI play. Provide two select controls labeled “Home nation” and “Away nation,” populated with all 211 FIFA member associations, initially Brazil and Argentina. Include featured fixture quick-pick buttons for Brazil vs Argentina, France vs England, Japan vs Korea Republic, Morocco vs Portugal, USA vs Mexico, and Germany vs Italy. Add buttons for “Random fixture,” “Dream final” (select a random featured fixture), and a bright green “Watch match” button. If the same nation is chosen twice, automatically replace the away side with the next nation in the list. Represent teams without official logos or kits: give each generated team a deterministic color theme, use curated ratings for prominent teams and deterministic fallback ratings for others, and tint player torsos/rings with the team’s primary/secondary colors. When a match starts, hide the setup overlay and show a glassmorphism HUD. At the top center place a scoreboard with the home nation and colored circular swatch on the left, away nation and swatch on the right, the score in the middle starting at “0 - 0,” and a timer/status below. Show each team’s rating beneath its name. On the right, provide a “Match Setup” button plus a simulation controls panel containing Pause/Resume, Next Fixture, and Rematch buttons, speed buttons for 1x, 2x, and 4x with the selected speed highlighted, a live status line, and pill tags showing shots (home - away) and possession percentages (home - away). At bottom left, show a glass “MATCH FEED” panel listing up to six newest timestamped events, including kickoff, close shots, goals, and full-time result. On small screens, stack/reposition the controls while keeping the scoreboard readable. Build each side as a nine-player squad, not eleven: one goalkeeper, two center backs, three central midfielders, two wide forwards, and one striker. Use simple low-poly humanoid players: colored capsule-like torso, small skin-colored sphere head, dark cylindrical lower trim, a white/secondary-colored ring beneath each player, and a soft shadow. Start teams in mirrored role-based formations, with the home side attacking toward positive x and the away side toward negative x. All movement and play must be autonomous. Each player has an anchor position, role-dependent movement bias, speed influenced by the team pace rating, and simple collision/contact with the ball and opposing players. The closest player to the ball should chase it while other players shift their formation toward the ball; goalkeepers stay near their goal and track the ball laterally. Players rotate toward their movement direction. Simulate an accelerated 90-minute-style match using a countdown from 90:00 to 00:00, with real elapsed simulation time scaled by 1x/2x/4x. During play, players contact the ball, pass toward forward teammates, or shoot toward the opponent’s goal. Shooting decisions should depend on distance to goal, attacking direction, player role, and team attack rating; strikers and wide forwards should be more likely/effective shooters, while goalkeeper kicks are weaker and less accurate. Team ratings should influence attack, defense/overall presentation, pace, shot power, and accuracy. Add ball velocity, friction/deceleration, slight spin/rotation, rebounds from the sidelines, player-ball contact impulses, and goal-mouth detection. Count possession by whichever team has the closest player to the ball and count shots when a player takes a shot. Keep the ball within the pitch except when it enters a goal. When the ball crosses fully into the correct goal mouth, increment that team’s score, add a goal message to the match feed, update the status line, and reset all players and the ball to the center for a brief kickoff freeze; alternate the restart status to the team that conceded. When the simulated clock reaches zero, stop play, mark the match finished, write a “Full time” result declaring the winner or draw, and update the timer label accordingly. Pause must freeze simulation updates without freezing the rendered scene, Resume must continue, Next Fixture must select two random distinct nations and start a new match, Rematch must restart the current fixture, Match Setup must reopen the nation-selection overlay, and speed buttons must change the simulation rate. Use dark navy translucent panels, thin white borders, blur, white bold typography, muted gray secondary text, rounded corners, green gradient primary action styling, and responsive CSS matching the polished broadcast overlay aesthetic.