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Arcade › Belly Boom
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Isaac Fortune built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Belly Boom yet. Play it, then tell Isaac Fortune what you would add next.
Belly Boom was built by Isaac Fortune 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 Belly Boom 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.
Recreate a browser-based Three.js-style first-person voxel arcade game titled “Belly Boom.” The game takes place in a dark blue/near-black foggy sky over a bounded square block world roughly 57 by 57 units. Build a flat green voxel ground made from a large grid of 1x1x1 grass cubes, with chunky procedurally varying hills/columns up to several blocks high; hill interiors use brown dirt and gray stone while the top layer is green grass. Use simple flat-colored cube geometry, basic hemisphere and directional lighting, and fog fading into the dark blue distance. The player is controlled from a pointer-locked first-person camera. Initially show a centered translucent overlay reading “Click to play” with the subtitle “Mouse look + blocky chaos.” Clicking locks the mouse and enables movement; mouse movement controls looking. The HUD is fixed at the top: “BELLY BOOM” on the left, a help line on the right reading “Click to lock mouse • WASD move • Space jump • Shift sprint • R restart,” and a rounded dark translucent stats bar showing “Snacks: 0,” “Best: 0,” and “Belly: 1.0×,” plus a status message area. Use WASD for camera-relative movement, Space to jump, Shift to sprint, and R to restart the current round. Apply gravity, ground collision based on the local voxel hill height, and clamp the player to the map bounds. Normal movement speed is 6, sprint speed is 9.5, and both are multiplied by a belly-dependent slowdown that interpolates from 1.0 at minimum belly to 0.28 at maximum belly. The player can jump only while grounded, with a jump velocity around 8.2. Keep the experience playful and non-graphic. Represent the player visually as a simple blocky humanoid located at the camera’s position/base: peach cube head, bright pink cube torso/shirt, dark blue-gray cube legs and arms. Add a prominent pink spherical belly at the front of the torso. Start its belly scale at 1.0×. The belly is front-heavy and grows dramatically: for belly scale s, scale the sphere approximately to (1 + 0.26s, 1 + 0.22s, 1 + 0.34s), move it farther forward as it grows, and give it a very subtle wobble while moving. The model should have a tiny walk bob and face its current movement direction. Include a second simple blocky humanoid companion nearby, with peach skin, mint-green shirt, and dark pants; it continuously follows behind/diagonally behind the player, turns to face the player, and has a tiny walking bob. Scatter 18 small floating/spinning yellow-gold cube snacks around random integer positions across the map, placed above the local terrain. They slowly bob and rotate. When the player comes within roughly 1.15 units, collect the snack: hide it, increment the current-round snack count, increase belly scale by 0.55 (capped at 12.0×), update the HUD, and respawn that snack at a new random location after 2.5 seconds. The score is simply snacks collected in the current round; the Best value persists during the page session until refresh and becomes the highest snack count reached. When belly scale reaches 12.0×, trigger “BELLY BOOM!” exactly once for the round. Update Best, play a short comedic synth collection/jump/low boom and noise effect if audio is available, and create a large burst of hundreds of tiny colored voxel debris cubes around the player. Debris should fly outward/upward with random velocity, rotate, fall under gravity, bounce weakly on the terrain, and disappear after roughly 1–2 seconds. Also blast nearby hill blocks within a radius of approximately 11 + 0.75 times belly scale: remove many of the nearby dirt/stone/grass voxel meshes from the terrain, and turn some removed blocks into additional flying debris. Display the boom status in the HUD. After about 1.2 seconds, automatically rebuild the original clean world, reset the player to the starting position, reset snacks and belly to zero-round values (belly 1.0×), respawn all snacks, clear the boom state, and let the player play again; R should do the same reset at any time. Keep Best intact across round resets. Use a clean minimal visual style matching the reference: black/navy background, bright cool-white HUD typography, small uppercase spaced title, rounded translucent stats panel with subtle border, centered start prompt, voxel cubes with saturated green/brown/gray terrain, pink player belly, gold snack cubes, and simple lighting/fog. Provide responsive canvas resizing and optional mobile controls matching the game’s available fallback UI: directional buttons for W/A/S/D, JUMP, SPRINT, and R near the bottom of small screens. Do not add enemies, weapons, health, lives, timers, extra levels, or non-voxel scenery; the core loop is run, collect snacks, grow huge, explode into block debris, and repeat.