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Boom Roll

  • 3d
  • arcade
  • dice
  • chance
  • minimalist
  • suspense
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. Mitchell Penman-Allen built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Boom Roll yet. Play it, then tell Mitchell Penman-Allen what you would add next.

Make your own game

Boom Roll was built by Mitchell Penman-Allen 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 Roll 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 Roll

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 full-screen 3D suspense mini-game titled “Boom Roll,” built around one six-sided die that rolls automatically until it randomly explodes. Use a dark, nearly black stage with a subtle blue-gray radial/volumetric atmosphere and spotlight feel. Render a large cream/off-white 3D cube die in the center using Three.js-style perspective lighting: roundedness is not required, but make it a clean box with six textured faces, dark navy/black circular pips, realistic soft shading, and a strong cast shadow. Place it above a broad dark navy cylindrical platform/floor, with a thin glowing orange torus ring around it. Use a perspective camera positioned above and in front of the die (roughly at y 2.8, z 7.5), looking toward the die, with a very subtle slow horizontal camera sway. Add a cool hemisphere/ambient light, bright white directional key light with soft shadows, and a warm orange point light near the die that intensifies during the explosion.

At the start of every run secretly choose an integer explodeOnRoll from 1 through 10. The die begins rolling immediately and continuously without player movement or steering. Each roll lasts about 1.1 seconds, followed by a short 0.2 second pause before the next roll. At the start of each roll choose a random face from 1 through 6, increment the visible roll counter, and add that face value to a visible running total. Animate the cube tumbling through multiple full rotations on x, y, and z, easing into the chosen face orientation; make it lift/bob by about 0.45 world units during the roll. During the brief between-roll pause, leave it settled on the result with a subtle idle bob and slow rotation. When the completed roll count reaches the hidden trigger, finish the roll and then explode instead of starting another roll.

The HUD should be a fixed glassy dark translucent rounded panel in the upper-left, with a thin subtle border and shadow. Show the title “Boom Roll” prominently, followed by right-aligned gold/yellow values for: “Roll” (current roll count), “Last Face” (latest die result), “Total” (running sum), and “Status.” While rolling status reads “Rolling...”; in the short pause it reads “Next roll...”; after the explosion it reads “Exploded.” Include the exact explanatory hint: “The die will explode on a random roll between 1 and 10.” Include the control hint “Press R to restart.” Keep the HUD legible and responsive on narrow screens.

On the triggering roll, hide the die and create a brief explosion effect: flash the scene, strongly boost the warm light and orange floor-ring glow, and emit roughly 28 small glowing orange ember/spherical particles from the die. Give particles random outward x/z velocities and upward velocity, gravity-like downward acceleration, fading opacity, and short randomized lifetimes. Play a short low boom on explosion. During rolling, optionally play soft short triangle-wave blips from a small set of notes such as C4, D4, E4, G4, A4, C5; only initialize audio after a click/tap or key interaction to comply with browser audio restrictions.

When the game ends, show a centered modal overlay over the scene with a dark translucent backdrop and a rounded dark card. Display “Game Over,” then a dynamically generated message in this form: “It survived N safe rolls — then blew up on roll M with a final total of T.” Use correct singular/plural wording for one safe roll versus multiple safe rolls. Add a prominent rounded orange-to-red gradient button labeled “Roll Again.” Clicking it restarts the run. Also restart with the R key at any time and with Space after game over. Clicking/tapping anywhere can enable audio. Keep the game as a single focused endless run with no player avatar, enemies, level progression, or other mechanics; the suspense comes from not revealing the randomly selected detonation roll.

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