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Boom Portrait

  • 3d
  • arcade
  • target-shooter
  • casual
  • browser
  • physics-toy
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. Jericko built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Boom Portrait yet. Play it, then tell Jericko what you would add next.

Make your own game

Boom Portrait was built by Jericko 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 Boom Portrait 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 Boom Portrait

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 arcade toy titled “Boom Portrait.” Use a full-screen 3D perspective camera looking down a minimal shooting lane: dark navy background/fog, a wide dark blue rectangular floor extending into the distance, three thin glowing pale-blue lane guide lines at x=-3, 0, and 3, and a dark back wall. Place a small orange sphere thrower near the front of the lane at roughly floor height, with a flat golden/orange torus aim ring on the floor farther ahead. The player does not visibly walk; they control horizontal aim across a lane roughly 11.6 units wide. Mouse movement maps across the screen to aim left/right, while A/D or Left/Right make fine continuous aim adjustments. Smoothly ease the thrower toward the aim position, and subtly shift the camera horizontally with the aim while keeping the target lane centered. Clicking anywhere on the game, or pressing Space, throws one orange ball from just in front of the thrower. Enforce a short 0.35-second shot cooldown. Balls are small orange spheres with a forward trajectory, slight upward launch, gravity, visible rolling rotation, and a limited lifetime; remove them when they fall below the floor, travel beyond the back/side bounds, or expire.

At the far end, around z=-13.5, mount a billboard target on a narrow metallic gray cylindrical stand. The target consists of a pale gray square frame about 4.2 units wide/high and a 3.5 x 3.5 image plane just in front of it. Initially display the included default portrait-style target image: a dark blue rounded-square background, a simple smiling face with dark hair and peach skin, and an orange shirt labeled “Replace this image.” The target can be replaced live: provide an HTML HUD text input with placeholder “Paste an image URL to replace the target” and an orange “Apply Image” button. Loading a direct image URL should map it onto the target plane; pressing Enter in the input should do the same. If loading fails, show “Could not load that image URL.” Keep the image control usable without accidentally throwing when clicking it. Include the hint “Tip: you can swap the target image any time.”

When a thrown ball travels forward through the target’s rectangular bounds (including its radius), count it as a hit. Hide both image and frame, create a bright burst of 28 small colored cube particles at the target position (orange/yellow/red hues), give particles randomized outward horizontal/upward velocities, spinning, gravity, and a roughly 1–1.5 second lifetime with shrinking scale. Increment the score by one and show the temporary message “Boom.” After 1.4 seconds, respawn the frame and image at a random horizontal position between about -3.9 and 3.9 and random height between about 2.6 and 5.4, keeping the stand at the target’s original depth. The target should be hittable again. Pressing R resets score to 0 and respawns the target if it is currently hidden, and briefly displays “Reset.”

Overlay a clean glassy dark HUD panel in the upper-left, with rounded corners, subtle translucent border/shadow and blur. Show the large heading “Boom Portrait,” instructional text “Move mouse to aim — click or press Space to throw.”, a visible “Score:” label with bold numeric score starting at 0, the image URL input/button row, and the hint text. At the bottom center, show a pill-shaped translucent dark message badge initially reading “Hit the image target to make it explode.” Temporary status messages should replace it and then return to the default. Use white/light text, Arial-like sans-serif typography, orange gradient button styling, and responsive sizing so the panel fits narrow screens. Render with antialiasing, shadows, ambient plus directional lighting, a cool dark navy palette, and orange highlights. Do not add health, enemies, levels, ammo, or a win/lose screen; this is an endless score-based portrait-target throwing toy.

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