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Balcony Rescue

  • 3d
  • arcade
  • casual
  • catching
  • portrait
  • family-friendly
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Amit built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Balcony Rescue was built by Amit 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 Balcony Rescue 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.

Read the build brief for Balcony Rescue

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 portrait-friendly 3D casual arcade game titled “Balcony Rescue.” Use a warm, playful, soft low-poly / toy-like visual style with rounded UI, pastel colors, simple shadows, and a sunny neighborhood setting. The camera is a fixed perspective view from in front of a tan apartment facade, looking slightly downward toward the street/sidewalk. The facade is about four stories tall and has rows of small colorful balconies and windows, with neighboring houses and trees at the sides, fences, a tiled sidewalk, and road markings below.

Core gameplay: two small stylized human neighbors stand at opposite ends of a stretched white bedsheet near the bottom center of the scene. The bedsheet is a slightly sagging, cloth-like rectangular catcher that can flutter and dip when it catches something. Move the entire bedsheet horizontally to catch falling objects that tumble from the balconies. The neighbors move with the two ends of the sheet. The player can drag/touch anywhere in the play area to position it, use the mouse, or use left/right arrow keys and A/D. Smoothly ease the sheet toward the target position and clamp it to the visible play area. Show an initial animated hint such as a pointing hand and “Drag to move the sheet.”

Objects first wobble/teeter on a balcony railing, then fall under gravity toward the street. Before and during the fall, show a landing ring on the ground directly below the object: green for a good object and red for a hazardous object. Falling objects spin and, on wind levels, drift sideways. The player should use the ring to anticipate where to move the sheet. A good object is caught when it crosses the sheet height and overlaps the sheet; it should bounce/pop upward, trigger colorful confetti particles, a positive floating score label, a catch sound, and a small sheet dip. Good catchable objects are laundry/shirts, a multicolor ball, teddy bears, flower pots, pillows, and books. Bad objects are empty bird cages, square lamps, radios, and heavy cardboard boxes. Avoid bad objects: catching one costs a heart, produces an “Ouch!”-style negative feedback, red/brown particles, and a screen shake. If a good item reaches the ground without being caught, lose a heart and show “Oops!”; if a bad item lands on the ground safely, award “Dodged +25.”

Use a combo system: consecutive good catches increase combo; every three catches increase the score multiplier up to x5. Normal points are 100 times the current multiplier. A bad catch resets the combo. The level ends successfully after catching the required number of good items, or fails when all hearts are lost. Good catches and level completion use cheerful particle bursts and musical feedback; misses, bad catches, and failure use contrasting sounds. Include subtle haptic feedback where supported.

Build ten progressively harder levels with these exact names and tuning intent: “Sunny Monday” (catch 6, slowest, no hazards, 2 maximum simultaneous live items), “Laundry Day” (8, 15% bad items), “Spring Cleaning” (10, 22% bad, 3 hearts), “A Little Breeze” (10, 25% bad, light wind), “Busy Afternoon” (12, 30% bad), “Windy Wednesday” (12, 30% bad, stronger wind), “Moving Day” (14, 36% bad, narrower sheet, 4 hearts), “Gusty Evening” (14, 38% bad, strong wind), “Rush Hour” (16, 40% bad, fast spawns), and “The Big Storm” (18, 42% bad, strongest wind and narrowest sheet, 5 maximum hearts/active difficulty). Increase gravity and spawn frequency as levels progress, reduce the sheet width, and allow more simultaneous falling objects. Start each level with 3 hearts in the actual game, while higher levels have tougher tuning; the HUD represents up to three displayed heart slots.

HUD during play: top-left home and pause square buttons. Center/top pills show level number, hearts as filled and empty heart symbols, progress such as “0/6,” and score. Display a temporary level banner such as “Level 1 / Sunny Monday · Catch 6,” periodic gameplay tips, and floating score/feedback labels near catches. Include tips about green/red rings, wobbling objects, combos, wind, dodging bad objects, keeping hearts for stars, and narrowing sheets.

Menus and progression: The title screen is a large cream rounded card with an orange shadow/border over the neighborhood, the title “Balcony Rescue” in large coral red lettering, the subtitle “Things keep tumbling off the balconies! Help two kind neighbours catch them in a stretched bedsheet.”, a green Play button, and a blue How to Play button. The Play button opens a level selection screen with ten level buttons and a total star counter out of 30. The How to Play screen explains drag/mouse/keyboard controls, lists all good and bad item categories, explains green/red rings, and explains heart loss and three-star performance. Include pause, retry, home, mute/music, results, and final completion screens. Results show “Level Clear!” or “Try Again!”, a 0–3 star rating, score and best score, and Retry/Next/Home buttons. Award stars based on remaining hearts (three stars for keeping all hearts), persist best scores and stars locally, and after completing the final level show a “MISSION COMPLETED” screen with total stars out of 30 and total best score.

Art details: use an apartment wall in cream/tan with colorful balcony railings (green, orange, pink, blue), a peach-blue gradient sky, warm sunlight, fog/depth, stylized surrounding Kenney-like suburban props, and simple low-poly characters. The left neighbor wears a coral shirt with brown hair and blue pants; the right neighbor wears a green shirt with dark hair and brown pants. The sheet is white with blue vertical stripes and peach edging. Use rounded cream cards, coral headings, green success buttons, blue information buttons, orange retry buttons, and brown/orange drop shadows. Include optional looping background music, mute button state, simple synthesized catch/bad/miss/win/lose/click sounds, and pause automatically when the window loses focus. The gameplay should be interactive rather than a slideshow, with objects spawning from different balconies and the camera remaining fixed while the sheet and items animate.

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