AFIF: Animal Football
Bears bash, rabbits dash: anime animal football with special moves
by jhoneeen
About
Fast 5-a-side football where every player is an anime animal with their own special moves.

Every animal plays differently
- 🐻 Bear: huge and heavy. Shoves smaller players aside and is hard to knock off the ball, but slow.
- 🐰 Rabbit: tiny and lightning fast, with slick dribbling. Easy to bump off the ball.
- 🦊 Fox: a clever passer.
- 🐺 Wolf: a deadly finisher.
- 🦉 Owl: a natural goalkeeper.
- 🐱 Cat: quick paws and tricky dribbles.
Size and weight are real in a match. A bear keeper fills the goal, and a rabbit striker is gone before a defender can turn.
Special moves, anime style
Each role unlocks three special moves as it levels up:
- Power Shot and Phantom Step for strikers
- Through Ball and Nutmeg for playmakers
- Slide Tackle and Shoulder Charge for defenders
- Sweeper Rush and Fortress for keepers
Big moves trigger a dramatic cut-in and a moment of slow motion. Goals explode across the screen.
Build your squad
Matches last 2.5 minutes. After each one your players earn XP from goals, assists, tackles and saves. Level them up, spend stat points, and unlock new moves. Opponents get tougher as your record grows.

Play anywhere
Works on phones in portrait and landscape, and on desktop with keyboard and mouse. No sign-up needed.
How to play
Goal
Score more goals than the other team before the 2.5-minute clock runs out. You control one player (yellow ring). The AI runs your teammates.
Touch (phone or tablet)
- Hold and drag: your player runs toward your finger.
- Tap a teammate: pass to them.
- Tap anywhere else: shoot at that spot (or tackle there if you don't have the ball).
- Swipe: shoot in that direction, or pass if you swipe at a teammate. Without the ball, swipe to tackle.
- Ability buttons at the bottom: special moves.
- ⏸ pauses.
Let go and the AI keeps your player moving. When the other team has the ball, control jumps to whichever of your players is closest.
Keyboard and mouse
- WASD or arrow keys: run.
- Left click: shoot at the cursor, or tackle if you don't have the ball.
- Right click: pass to the teammate nearest the cursor.
- Q / E / R: special moves.
- Space: switch to the player nearest the ball.
- P or Esc: pause.
Tips
- Special moves cost energy (the blue bar). It refills over time.
- A missed tackle leaves you stumbling. Time it!
- Defenders near the ball's path can intercept passes. Pass into space.
- Between matches, spend stat points on the squad screen. New moves unlock at levels 3 and 5.
How it fits “Best football game”
Football-themed: a real-time 5-a-side football match: pass, shoot, tackle, score.
Understood in 10 seconds: a hint at kick-off shows the controls. Score more goals than the other team before the clock runs out.
Simple controls: hold and drag to run, tap to pass or shoot, swipe to shoot or tackle. Let go and the AI keeps your player moving. Control jumps to the right player automatically.
Mobile portrait: in portrait the pitch turns vertical and you attack upward. The canvas resizes to any screen, and every control works by touch.
Fun and engaging: animals play differently (a heavy bear shoves players aside, a tiny rabbit outruns everyone). Special moves trigger anime cut-ins. Between matches your squad levels up and unlocks new moves.
1–3 minute rounds: each match is a 2.5-minute clock, ending at full time.
No registration: play instantly. Progress is saved in the browser when allowed.
Small: the game itself is about 65 KB (under 25 KB gzipped). All art is drawn in code at runtime; there are no image or audio assets.
Original: original rules, characters and art. It doesn't recreate any existing game.
Credits
Design and development: mattx264.
Fonts: Dela Gothic One and M PLUS Rounded 1c, SIL Open Font License, loaded from Google Fonts (falls back to system fonts).
All characters, effects and the pitch are drawn procedurally with Canvas 2D. No third-party art or audio.
AI disclosure
Built with Claude Code (Anthropic's AI coding assistant) under the developer's direction. The AI wrote the code, including the procedural canvas art (characters, effects, pitch), and drafted the store-page text. The screenshots are real in-game captures. There is no audio.





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