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Arcade › Boundary Bash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Abhijith Krishnan built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Boundary Bash yet. Play it, then tell Abhijith Krishnan what you would add next.
Boundary Bash was built by Abhijith Krishnan 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 Boundary 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.
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 same-device local multiplayer 3D cricket batting duel called “Boundary Bash,” built in a bright, polished low-poly Three.js style for desktop and phone touch screens. Use a fixed third-person perspective from behind and slightly above the blue batter, looking down a long tan rectangular cricket pitch toward the red bowler; show a bright blue sky with light fog, a large green circular oval field, a darker green boundary ring, small gold boundary markers around the perimeter, white crease lines, wooden stumps at both ends, and low-poly stadium props such as benches, fences, and banners arranged around the oval. Place a simple low-poly blue-shirted batter with skin-colored head/arms, dark legs and white pads near the close end at z=-5.4, and a red-shirted bowler farther away near z=7.8. Show a red cricket ball traveling from the bowler toward the batter with a visible bounce, and a bat attached to the batter that swings when triggered. Keep the camera generally centered behind the batter but subtly track the batter’s horizontal position as they move. The game is a two-player, same-device cricket duel: Blue XI bats first while Red XI bowls, then the teams swap innings. Each innings is exactly 6 balls. At the top, display a large dark translucent rounded HUD panel titled BOUNDARY BASH, a badge reading “2 players · 6 balls each,” and two score cards: Blue XI and Red XI, each with its run total; highlight the currently batting team with a gold outline. Show status such as “Batting · 0/6 balls,” “Bowling,” “Waiting,” or “Finished.” In the center, show a dark translucent message pill with contextual instructions and results, such as “Red XI to bowl — pick a line, then Blue XI swings,” “move and swing as the ball reaches the crease,” “Clean strike — watch it fly,” “Good leave. Dot ball,” “Maximum — that clears the rope!”, innings-break text, and the final winner/tie message. For each delivery, the bowling player first selects one of three bowling lines: Line Left, Straight, or Line Right. On touch, provide three blue buttons plus a wide gold Bowl button in a bottom-left translucent “BOWLER CONTROLS” panel. On desktop use Arrow Left, Arrow Up, and Arrow Right to choose the line, then Space to bowl. The bowler visibly shifts slightly toward the selected line. When Bowl is pressed, launch the ball from around the bowler toward the batter with a slight horizontal offset and parabolic motion; it should bounce before reaching the batter. While the ball is in flight, the batting player can continuously move horizontally across the crease, clamped to a limited range, using bottom-right buttons “Move Left” and “Move Right” held on a phone, or A and D held on a keyboard. The batter’s yellow ring marker should follow their horizontal position. Provide a gold Swing button, or K on desktop, to attempt a timed hit as the ball reaches the crease. Swing detection should depend on both timing and centering: accept a hit only when the ball is close horizontally to the batter, close in depth to the batter, and within the batter’s vertical hitting range. Calculate a quality score weighted toward timing (about 65%) and centering (about 35%). Award 1 run for a weak but valid hit, 2 for medium timing, 4 for a strong hit, and 6 for an excellent centered/timed hit. A successful shot sends the ball away from the batter with upward velocity and lateral variation; show a brief glow/feedback effect and a large transient result label such as “+1,” “+2,” “FOUR!”, or “SIX!” (or “DOT” for zero). Four and six should count when the ball reaches the outer boundary, while a two should resolve as “Comfortable two runs” and lesser hits as “Quick single taken.” If the player swings too early/late or is not centered, show “Swing and a miss — the bowler is asking questions.” A ball that reaches the stumps without a hit is a dot ball, with messaging like “Beaten — the stumps are rattled. Dot ball.” or “Good leave. Dot ball.” Play a light impact sound on valid hits and completed shots if browser audio has been unlocked by interaction. After each completed ball, increment the batting team’s balls and runs, show the result, and reveal a red “Next ball” button in the bottom-right batter panel. On touch, pressing it resets the players, ball, swing, glow, and message for the next delivery; on desktop Enter does the same. After six balls in the first innings, show an “Innings break” message indicating that Red XI needs Blue XI’s score plus one to win, switch batting to Red XI, and change the button to “Start chase.” After the second innings, or immediately if Red XI surpasses Blue XI during the chase, end the game and show “Blue XI wins by X runs!”, “Red XI wins by X runs!”, or “It ends level — a proper street-cricket tie.” Keep the interface responsive: on narrow mobile screens stack the bowler and batter control panels vertically, preserve large rounded touch targets, account for safe-area insets, and keep the canvas full-screen behind the HUD. Use dark navy translucent panels, white text, muted blue-gray labels, blue gradient controls, gold action buttons, red next-ball styling, soft shadows, and readable high-contrast typography.