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Arcade › Brainrot Bucket

Brainrot Bucket

  • 3d
  • arcade
  • catching
  • endless
  • casual
  • mobile
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. Ch. RavikiranReddy built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Brainrot Bucket yet. Play it, then tell Ch. RavikiranReddy what you would add next.

Make your own game

Brainrot Bucket was built by Ch. RavikiranReddy 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 Brainrot Bucket 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 Brainrot Bucket

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-based 3D arcade catching game titled “Brainrot Bucket.” Use a Three.js-style perspective camera with a portrait-friendly 44-degree field of view, positioned behind and above the player so the view looks down a long winding turquoise river through a warm orange/red desert canyon. The sky/background is bright light blue with matching blue fog in the distance. The ground is a broad sun-baked terracotta/orange plane, with several low-poly red-brown mesa/cliff formations on both sides of the river, lighter cap surfaces on top, and scattered low-poly rock assets and tall cacti around the canyon. Use soft shadows, a bright warm directional sun, ambient hemisphere lighting, physically shaded materials, and a clean colorful low-poly/cartoon aesthetic.

The player is a metallic gray open bucket at the bottom foreground, centered around the near end of the river. Model it as a short open cylindrical bucket with a slightly tapered body, shiny dark gray metal, a thick bright silver rim, and a dark metal semicircular handle rising above/behind it. It should cast a shadow and move only horizontally across the screen/world, clamped to a lane spanning roughly x=-4.25 to x=4.25.

Gameplay: run a 45-second round. At the top center show a large bold white countdown timer beginning at “0:45,” counting down in seconds and reaching “0:00.” At the upper left show “Caught: 0,” incrementing whenever a falling orb lands within the bucket’s horizontal catch range. Spawn collectible “brainrot” orbs continuously, initially after a short delay and then about every 0.45–0.9 seconds. Each orb starts high in the scene around y=7.3 at a random horizontal position between about -3.8 and 3.8 and a depth around the river area, then falls under gravity, accelerating downward, while slowly rotating. Remove it when it falls to catch height. Count it as caught if its x position is within about 1.05 units of the bucket and its depth is within about 0.8 units; otherwise it is missed. Caught orbs disappear and increase the score. There are no lives, ammo, health, enemies, or combat.

Make each falling orb a glossy, colorful spherical cartoon face. Randomly choose colors such as coral/orange, light blue, yellow, purple, green, or pink. Add two small vertically stretched dark eyes on the front, a small dark curved smiling mouth, and a white glossy highlight. The screenshot-visible green orb should read clearly as a shiny simple floating face, while the same construction can use the other bright colors. Orbs should fall toward the bucket from the upper/mid scene and be visible against the sky and canyon.

Controls: support dragging directly on the canvas/swipe left and right to move the bucket, using pointer/touch input; horizontal drag distance should translate into bucket movement and release should stop dragging. Also support ArrowLeft/ArrowRight and A/D, with smooth movement while held. Prevent browser scrolling/default behavior for these controls. Ignore input after the round ends.

At the bottom center overlay a bold cream-white instruction reading exactly: “Drag the bucket left and right · Arrow keys / A D also work”. Keep it centered, responsive, and legible with a subtle dark text shadow. Use a full-screen HUD over the 3D scene. Text should be responsive for mobile/portrait and desktop, with timer large at top center and score at top left. When the timer expires, stop spawning/movement/scoring and display a centered large white “Time!” message with a smaller line such as “You caught N orbs” and a rounded yellow “Play again” button. The button resets the timer to 45 seconds, score to zero, removes existing orbs, centers the bucket, hides the end message, and starts a new round. The game should resize responsively while preserving the scene and HUD layout.

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