Aim, bluff, dive
How to play Aim, bluff, dive
Aim, bluff, dive is a 3D penalty shootout in which you take turns as striker and keeper. Pick Daily match for one shared contest per date, Full match for a replayable solo shootout, one of the two endless modes for a high score run, or Two players for a local duel on the same keyboard or touch screen. When you shoot, a target sweeps across the goal. Press Space, Enter or the touch button once to lock the target, then press again while the power marker crosses the bright band. A press in the band lands the ball on the target. Less power makes the ball dip under the aim, so a target locked above the bar can still drop in with a softer strike, while more power lifts it and can send a high aim over. Hitting too softly gives the keeper time to reach it, and an aim close to the frame can clip a post. When you keep, watch the striker during the run-up. Each opponent has a readable habit: some look toward the real corner, some hesitate, and some show a false direction first. Choose left, centre or right with the arrow keys, a click on that third of the pitch, or the touch buttons below the 3D view. Diving early gives the keeper time to travel but lets a patient striker punish the commitment. Diving late cuts the keeper reach. Daily and full matches give each side five kicks and can finish early once a comeback is impossible. A tie continues with one paired kick per side until the scores split. Striker endless ends after three saves, misses or frame hits. Keeper endless ends after three goals conceded. In local two-player mode, Player 1 uses A, S and D while Player 2 uses the arrow keys. On touch, both players have a separate three-button panel. The game only reveals the chosen zones after both players lock in, and their roles swap after every kick. Press P or Escape to pause. Opening the instructions also freezes the simulation.
Tips
- Aim a little inside the posts while learning the power meter, a perfect corner is useless when it clips the frame
- The bright power band lands the ball on the target, less power dips it under the aim and more power lifts it
- A keeper who stays covers about a body width, so a shot a stride off centre beats a keeper who does not move
- Read hips and the final plant step before the eyes, feinting strikers often show the wrong corner first
- Against an early diver, wait for the target to return toward the open side before locking your shot
- A centre dive is safe against soft shots, but it gives away both corners against a clean strike
- Endless opponents improve in clear steps, their reach, timing and tell reliability change rather than the result being chosen in advance
- Two players can press at the same time on touch, each panel keeps its own pointer until the choice is locked
About Aim, bluff, dive
A penalty kick is a tiny contest with a lot packed into it. The striker has a target, a run-up and one clean contact. The keeper has a fraction of a second to read the body, choose a side and decide when to move. Aim, bluff, dive turns that exchange into the whole game instead of hiding it inside a longer match. The solo formats make you play both roles, so a good daily result needs accurate shooting and patient saves. The local two-player mode changes the rhythm: both choices are made in secret, then the game reveals the bluff and lets the 3D kick settle it. The night stadium, players, oversized gloves, goal, crowd cards, ball and effects are all built from procedural three.js geometry. There are no downloaded character models, real clubs, kits, badges or competition graphics. The opponent roster is invented for this game and each character has a visible habit, from the keeper who moves early to the striker who holds the last stride. A fixed 60 Hz simulation controls every kick, including the ball path, post checks, keeper reach, early match finishes and sudden death. Daily matches seed the same roster and computer decisions from the local date, so everyone gets the same contest without a server or account. The whistles, boot thump, glove slap, frame ping, net rustle and crowd are synthesised in the browser. Scores, daily results, streaks, mute preference and separate endless bests stay on the device.
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