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Arcade › Bone Bash

Bone Bash

  • 2.5d
  • slingshot
  • physics
  • puzzle
  • arcade
  • cartoon
  • browser
0
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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. Nacl3347 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bone Bash yet. Play it, then tell Nacl3347 what you would add next.

Make your own game

Bone Bash was built by Nacl3347 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 Bone Bash 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 Bone Bash

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 browser game titled "Bone Bash": a 2.5D side-view slingshot physics puzzle using Three.js or an equivalent real-time 3D renderer with an orthographic camera. Show a bright cartoon backyard: a pale blue sky with a subtle gradient/fog, a soft yellow sun high on the right, a green grass strip along the bottom over a brown dirt strip, soft shadows, and simple rounded low-poly geometry. Keep the camera fixed side-on, with the entire playfield visible and the launch area on the far left and targets/structures extending to the right.

The player character is a stylized small brown cartoon dog made from simple spheres and cones: rounded brown body, lighter/brown face, dark floppy/conical ears, black nose and eyes, and a red collar. Place it in a wooden slingshot at approximately the far-left launch point. The slingshot has two brown wooden arms/posts and two dark bands connected to the dog's current position. The dog is the projectile. The player uses pointer or touch: press/drag the dog backward from the sling to aim, constrain the pull to a maximum radius, and release to launch. The dog can be pulled vertically and leftward/rightward within the drag limit, but should not be allowed more than a small amount to the right of the sling anchor. Display a Power meter while dragging (or continuously in the lower-left) whose fill goes from green through yellow to red according to pull distance. Launch velocity is opposite the pull vector, proportional to the pull distance; apply downward gravity so the dog travels in an arc, bounces off the ground, screen bounds, platforms, and obstacles, and eventually resets to the sling when it leaves the play area or slows down.

The goal is to collect every white bone target in the current yard by touching it with the flying dog. Bones should be chunky white/off-white extruded cartoon bone shapes with four rounded ends, a faint outline/shadow, a slight floating bob and slow rotation. Each collected bone disappears and adds 100 score. A level completes immediately when all bones are collected. Give the player a limited number of shots per level; decrement shots on each release, and when no shot remains and the dog has come to rest, show a game-over state titled "Out of Dogs" with the instruction to restart and try another angle. Do not remove a shot merely from grabbing; only release launches one.

Add physical obstacles made from tan wooden rectangular blocks. They should have gravity, friction, collisions with each other and with the dog, can be pushed/knocked over, and should cast/receive shadows. Small blocks (width at most about 2.4 world units) are breakable when hit hard enough: remove the block and spawn four small tumbling tan shards that fade out after roughly two seconds. Add tall gray-blue static wall blocks as boundaries/obstacles. Include blue horizontal moving platforms on later levels that oscillate left/right with a sine motion and can support/bounce the dog and interact with boxes.

Implement exactly five handcrafted levels with increasing complexity and limited shots, preserving these layouts/character variants:
1. Regular dog, 4 shots. Bones at (9,-2), (13,-2), (17,-2). Two tan boxes at (11,-4.5) and (15,-4.5), plus a tall wall at (19.5,-2.2).
2. Fast dog, 4 shots. Bones at (10,-1), (14,2.3), (17,-3.2). Four boxes forming stacks around x=11.5, 13.5, 12.5 upper, and 17; a tall wall near x=19.6. The fast dog is slightly smaller/lighter and gets about a 1.22 launch boost.
3. Bouncy dog, 5 shots. Bones at (8.5,1), (13.8,-1.5), (18,2.8), (20,-3.3). Six tan boxes arranged as stacks around x=10, 12.3, 14.6 and 17.8. The bouncy dog has higher restitution so it rebounds more strongly.
4. Heavy dog, 5 shots. Bones at (12,3.8), (16,3.8), (14,0.3), (20,-2.8). Use bottom boxes around x=12,16,20, a long horizontal tan beam around (14,-2.3), and tall gray-blue walls around x=10.2 and 17.8. Add one blue moving platform centered around (20,0.2), width about 5.2, oscillation range 2.4. The heavy dog is larger, heavier, less bouncy, and launches at about 0.95 of normal boost.
5. Regular dog, 5 shots. Bones at (11,4.8), (15,4.8), (19,4.8), (13,0.2), (17,0.2). Use bottom boxes around x=12.8 and 17.2, a long beam around (15,-2.35), upper boxes around x=11,15,19 at y=2.3, and tall walls around x=8.9 and 21.1. Add a blue moving platform around (15,-0.8), width about 4.8, oscillation range 3.2. This final level should be a win when all bones are collected.

Dog variants: regular uses normal mass/restitution; fast is scale 0.92, mass about 0.85 and boosted launch; bouncy has restitution about 0.86; heavy is scale 1.15, mass about 1.8 and restitution about 0.38. Use gravity around (0,-30), a dog radius around 0.95, collision restitution around 0.55, and a ground collision line just above the grass. Keep the physical presentation playful rather than realistic.

Build a fixed HUD over the canvas with translucent white rounded panels, dark blue-gray text, soft shadows, and orange buttons. Top-left: "Score: 0" and "Stars: ☆☆☆" (filled stars should reflect the best achieved result for the current level). Top-center/right: "Level 1 / 5" and "Shots Left: 4". On the right, provide "Restart" and a disabled-looking "Next Level" button until a level is complete. Near the bottom-left show the Power label and a rounded horizontal meter. Near the lower middle/right show the help pill: "Drag the dog, release to launch — clear every bone." The UI should be responsive: on narrow screens arrange score/level on the first row and full-width Restart/Next buttons beneath.

When a level is completed, calculate stars by shots used: 3 stars if completed in one shot, 2 in two shots, otherwise 1. Show a centered translucent darkened overlay with a warm off-white rounded panel, title "Level Complete!" or, on level five, "You Win!", explanatory text, the star rating, Restart, and (unless on the final level) Next Level. Unlock the next level after completion. If all bones in level five are collected, use text such as "Every bone in the yard is yours." Support keyboard shortcuts R to restart, N to advance after completion, and Space to restart/advance from the overlay. Persist the highest unlocked level and best stars per level in localStorage. Add simple synthesized audio feedback: a bark-like launch tone, short collision/hit tones, and a success jingle after completion, initialized after user interaction. Use pointer/touch interaction as the primary control and retain the clean, bright, soft-shadow cartoon style shown in the reference.

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