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    Personal Games

    Power Pitch: building an arcade soccer browser game

    A personal fan project with four-versus-four arcade soccer, five crossover teams, short matches and keyboard or landscape touch controls.

    My role

    Personal project creator, responsible for game scope, controls and browser delivery, with AI-assisted creation.

    Goku, Vegeta and Piccolo in their orange Power Pitch football kits, with their signature power moves.
    Existing Saiyan FC team artwork from Power Pitch, a personal fan project.

    The product idea

    Power Pitch puts familiar crossover characters into a small arcade soccer match. The aim of the experience is immediate play: pick a crew, understand who you control and compete in a short match.

    It is a personal fan project whose product evidence comes from the match and control design.

    My responsibility

    I owned the personal project’s scope and browser delivery, including the team selection, match loop and input experience. The game is built with TypeScript and Phaser and served as a browser game within my site.

    AI assistance was used during creation. The gameplay follows designed match rules, with computer-controlled teammates and opponents.

    Product decisions visible in the game

    Each side has three outfield characters and an automatic goalkeeper. One human player faces the computer, with passing and player switching keeping team play within a single-player control scheme.

    Regulation lasts 120 seconds. The side with the most goals wins; a tie continues to golden goal. This gives each match a clear target and a defined ending.

    Five teams provide a bounded selection. The 1P marker, pass-target feedback and automatic keeper help explain which actions belong to the player and which belong to the team.

    Keyboard and touch interaction

    Keyboard controls use WASD or arrows to move, Space to shoot, J to pass, K to tackle, E for a signature move, Q to switch player, R to jump and Escape to pause. Touch play uses the on-screen controls in landscape.

    The control design makes simultaneous input meaningful: moving while choosing an action is part of soccer play. This gives the browser experience concrete behaviours to check rather than judging it only by its opening screen.

    What was delivered

    The delivered browser game includes team selection, four-versus-four matches, automated goalkeepers, passing and player switching, signature powers, touch buttons and keyboard controls.

    The match rules provide clear acceptance criteria: goals should count once, full time should select a winner or enter golden goal, and switching or passing should transfer the player’s control consistently.

    Delivered capabilities

    • Five crossover teams in four-versus-four arcade soccer.
    • Three outfield players and an automatic goalkeeper on each side.
    • 120-second regulation, with golden goal for a draw.
    • One player against the computer, with keyboard and landscape touch controls.

    Explore the evidence

    Project scope

    A personal fan project with one human player against computer opponents.

    Product focus: team selection, match rules, player control and keyboard and touch feedback.

    Product foundation

    TypeScript · Phaser · Vite

    Explore Power Pitch