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Bounce Lab

  • 3d
  • arcade
  • physics
  • neon
  • score-attack
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bounce Lab yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Bounce Lab was built by Oleg Sidorkin 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 Bounce Lab 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 Bounce Lab

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 3D neon arcade physics game titled "Bounce Lab". Show a single orange/coral glossy ball ricocheting inside a transparent glowing glass box arena. Use a perspective camera looking diagonally down into the enclosure from outside, with the square floor prominent in the foreground and four translucent blue walls, bright cyan corner posts, outlined edges, and a dark navy/black atmospheric background with a subtle star field. The floor is a dark blue emissive plane with a cyan/purple grid and a large faint circular accent ring. Add soft shadows: the ball casts a dark circular shadow on the floor that becomes smaller/fainter as the ball rises. Give the ball a soft peach/pink glow, a short fading motion trail, and a brief expanding impact ring on floor bounces. Colors should slowly cycle through neon hues over time.

The game is an endless-feeling 60-second score round. The room is approximately 10m wide/deep and 8m high; the ball has radius about 0.55m and begins around (x=0.75, y=5.9, z=-0.65) with velocity (3.4, 0.2, 2.8), so it immediately travels and bounces. Simulate gravity, air drag, realistic restitution, wall/ceiling/floor collisions, rolling slowdown on gentle floor contact, and angular spin/rotation. Keep the ball inside the six-sided bounds. Use stable substep physics. If it settles completely on the floor for roughly 1.15 seconds, automatically kick it upward with a small random lateral variation.

Place one glowing floating target/pickup in the arena. It consists of a cyan emissive faceted core, a cyan torus ring, and a small point light. Choose a random position away from the ball within the room (roughly x/z between -3.6 and 3.6, y between 1.5 and 6.9), then animate it with gentle sinusoidal movement in all three axes and rotate its ring/core assembly. When the ball comes within the ball radius plus target radius (target radius about 0.52m), award 120 points multiplied by the current combo, increase combo by one up to x8, extend the combo timer to about 4.2 seconds, add 2.5 seconds to the remaining round time capped at 60, flash the target brighter, and relocate it to another random position.

The player does not steer the ball continuously. Tapping/clicking the arena applies an upward boost of about 7.3 plus lateral x/z impulse based on the tap location on the canvas. The Boost button applies a strong straight upward impulse of about 8.8. Pressing Space applies an upward impulse of about 8.4. A boost should unpause the game if paused, create a visible ball pulse, and keep the combo timer alive briefly. Press P or the Pause button to pause/resume physics and timer; pressing R or Reset restarts the round. If a boost is made after time expires, restart the round.

Reward floor bounces with score based on impact speed (at least 3, approximately impact speed*2.2, multiplied by combo); faster vertical bounces can increase combo, and wall/ceiling contacts count as bounces visually but do not need the same floor reward. Combo ranges from x1 to x8 and resets to x1 when its timer expires. The round starts with score 0, combo x1, bounce count 0, and 60.0 seconds. At zero time, stop active gameplay, show a time-up status including best combo, and damp the ball.

Overlay a fixed glassy dark HUD panel in the upper-left on desktop, responsive to move near the bottom on narrow screens. It should display the title "Bounce Lab", instructional text such as "Flick the ball, keep the combo alive, and smack the neon target before the 60 second round ends.", and an objective explaining that the glowing pickup gives points, floor bounces add combo charge, and the combo cools off. Include six live stat cards: Score, Combo (formatted x1 through x8), Time (one decimal and seconds), Height (one decimal and m), Speed (one decimal and m/s), and Status. Status reads Running normally, Hot Streak xN when combo is above one, Paused while paused, and Time Up · Best xN when the round ends. Along the lower-right, place pill-shaped Boost, Pause, and Reset buttons; use a blue/purple gradient for Pause and pale blue-white buttons for the others. Make buttons touch-friendly and ensure canvas taps do not trigger when pressing buttons. The overall style is polished, dark, futuristic, glassmorphism/neon laboratory arcade, with bloom-like emissive lighting, reflective/translucent materials, cyan and violet accents, and warm orange ball contrast.

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