A turn-based table-football manager on a real foosball layout — eight bars, classic 1-2-5-3 formation. You are the Reds (handles on the left); the CPU is the Blues (handles on the right). Walls and corners are cushions — the ball rebounds like the real toy. Only the goal mouth scores, and the posts are solid: they clang.
When you attack
Drag from the ball in the direction you want it to go, release to kick. A longer drag = more power (watch the meter). Aim at the goal to shoot, at a teammate to pass.
Drag any of your bars sideways first to set up the play — the ball dribbles along with its owner, so sliding the owner's bar changes your shooting angle, exactly like walking the ball on a real 3-bar.
Your aim gently snaps to a teammate when you're pointing almost exactly at them — passes feel fair on a phone.
The Blues only start reacting after you release, and their bars take real time to slide — so pace beats them, but a blasted ball is harder for your receiver to trap.
When you defend
The Blues walk the ball, then show their aim (the arrow sways — you know the lane, not the exact line). Drag your bars to block, then hit Kick or let the timer run out.
Match rules
Coin toss picks who kicks off. 16 plays per half; the other team kicks off the second half. Conceding team restarts after a goal.
Level at full time? Golden goal — next goal wins.
Stick or bounce — the math
Every contact rolls dice on two things: how centred the hit is and how fast the ball moves. Dead-centre and slow is easy to trap; a graze or a rocket bounces off. The chip that pops at each contact shows the exact chance rolled.
So power beats sliding defenders but punishes your own receiver — that trade-off is the whole game. All tuning constants live in the CFG block at the top of the file.