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Arcade › 18 Holes
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ben Marrs built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about 18 Holes yet. Play it, then tell Ben Marrs what you would add next.
18 Holes was built by Ben Marrs 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 18 Holes 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 mobile-friendly 3D mini-golf game titled “18 Holes.” Use a fixed elevated, mostly top-down perspective looking along a long rectangular course, with a slight perspective view. Render with soft shadows and simple stylized materials: bright green playable grass, darker green rough surrounding it, cream/off-white raised boundary walls, cream rectangular block obstacles, a black cup at the far end with a thin white flagpole and small red flag, and a white golf ball at the tee. Place the course on a large green outdoor-looking ground disk/ground area beneath a light blue sky background, with ambient hemisphere lighting and a directional sun producing shadows. The game consists of 18 deterministic generated holes. Each hole is a long rectangular lane whose width and length gradually vary; show the current hole number out of 18 and its par. The tee and cup have slightly varying horizontal positions. Generate rectangular wall obstacles in the lane: some layouts have horizontal barriers with a gap, others have staggered vertical blocks, and later holes add narrow side obstacles. Odd-numbered holes include a tan rectangular sand hazard that slows the ball. Every third hole and the final hole include a blue rectangular water hazard. The ball must collide with the course’s side/end walls and rectangular obstacles, bouncing with reduced speed. Water sends the ball back to the last safe stopped position and adds one stroke. Sand reduces movement speed while the ball is over it. Core interaction: after the ball has stopped, the player presses/touches near the ball and drags in the direction they want the ball to travel, then releases to shoot. Show a thin white aiming line from the ball to the current pointer and a subtle white ring around the ball while dragging. The shot direction is from the ball toward the dragged pointer, and longer drag means greater initial velocity, with a global Power range slider scaling shot strength. Reject extremely short drags with a message. Apply friction so the ball rolls and eventually stops; update the ball’s position and small ground shadow continuously. When the ball reaches the cup at low enough speed, pull it into the hole and complete the hole. Use a full-screen HUD overlay that remains readable over the 3D scene. At the top, show a dark translucent rounded panel containing five stats: Hole (for example 1/18), Par, Strokes, Total, and Score. Score is relative to par and displays E, a signed plus value, or a negative value. Beside or below it show a dark translucent rounded instructional/status message such as “Hole 1 — Par 2. Drag from the ball toward the cup.”, then shot, reset, water, and completion feedback. At the bottom show a dark translucent rounded Power panel with a horizontal range slider, and three large green pill buttons: “Reset Hole,” “◀ Hole,” and “Hole ▶.” Make the controls large enough for touch and prevent the canvas from scrolling. On first load, display a centered semi-transparent dark overlay card titled “18 Holes,” explaining that it is mini golf across 18 quick courses, that the player should bump off walls, dodge water, and try to finish under par, plus instructions to drag from the ball toward travel direction and use the power slider. Include a prominent “Start Round” button. Starting removes the overlay and begins hole 1. After sinking a putt, show completion feedback including the hole stroke count and result labels such as Eagle or better, Birdie, Par, Bogey, or a signed over-par result; automatically advance to the next hole after a short delay. The bottom buttons must allow resetting the current hole, wrapping to the previous hole, or wrapping to the next hole at any time. Track each hole’s strokes and total strokes. After hole 18, show a centered “Round complete” card saying all 18 holes were played, with a three-cell summary for total Par, Strokes, and Score relative to total par, plus a “Play Again” button that clears the score log and restarts hole 1. Keep the visual style clean and arcade-like: rounded translucent dark green HUD panels, white bold sans-serif labels, green pill controls, soft shadows, simple geometric 3D course pieces, and no unnecessary decorative systems beyond the described course, ball physics, hazards, HUD, and menus. Expose game state hooks equivalent to window.getGameState() and window.setGameState(patch), allowing hole index, strokes, power, started/completed state, and ball position/velocity to be inspected or adjusted.