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Brick Toss

  • 3d
  • arcade
  • top-down
  • market
  • physics
  • throwing
  • mobile-friendly
0
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About Brick Toss

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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. Titus Price built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Brick Toss yet. Play it, then tell Titus Price what you would add next.

Make your own game

Brick Toss was built by Titus Price 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 Brick Toss 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 Brick Toss

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 playable 3D top-down arcade game titled “Brick Toss.” Use Three.js or an equivalent 3D engine with a fixed elevated perspective camera looking down at a colorful open-air market courtyard. The camera should be angled from behind/above the player, with a broad rectangular sandy-yellow market floor, a visible square grid pattern, warm sunlight, soft shadows, and a pale blue background/fog beyond the play area. Use a cheerful low-poly/cartoon style with chunky beveled-looking forms, saturated colors, dark brown outlines/borders in the UI, and warm cream/gold highlights.

World layout: make a large rectangular floor approximately 44 by 34 units. Place a central red egg stall/counter near the middle, with a cream sign reading “EGG STAND” and three pale eggs displayed behind/on it. Place a red/orange spice stall toward the back-left and a green potion stall toward the back-right, each with a striped awning/canopy and chunky market-counter geometry. Scatter exactly 12 freestanding target crates around the courtyard in varied locations, leaving the player room to move between them. Crates should be small colored cube targets (roughly 1.4 units wide), using a repeating palette of red, orange/gold, green, blue, and purple. They should cast shadows.

Player: use a simple stylized market character at the front/lower portion of the playfield: a blue rounded/cylindrical body, tan spherical head, and a dark brown flat hat. The player moves across the ground with WASD or arrow keys; also provide four large on-screen directional buttons (up/down/left/right) for touch devices. Movement is top-down and should be responsive. The player faces the current aiming direction. Do not add jumping.

Core mechanic: the player throws a brick toward a point on the ground. Aim with mouse movement or touch dragging over the game canvas; raycast the pointer onto the horizontal ground plane, rotate the player toward the aim point, and draw a thin pale-yellow 3D aim line from the player toward that point. Throw with left mouse click, the Space key, or a large bottom-right circular “THROW BRICK” button. A thrown brick is a small reddish-brown rectangular cuboid launched from above the player with forward velocity toward the aimed ground location and an upward arc; apply gravity, rotate it while flying, and remove it after roughly three seconds or when it lands. It should collide with target crates when close enough.

When a crate is hit, increment the hit counter and award 5 coins. Briefly change the crate to a muted gray/olive hit color, show a centered cream toast such as “Target hit! +5 coins,” then restore its original color after about 650 milliseconds so targets can be hit again. Prevent repeated collision scoring while a crate is in its hit state. The throw counter may be tracked internally but does not need separate HUD display.

HUD: overlay a fixed interface without blocking the 3D scene. At the top-left show a dark brown rounded pill with a coin icon and the current coin count, initially 0. At the top-center show a dark brown pill with a target icon and “0/12,” incrementing as targets are hit. At the top-right show buttons for “✨ Rare List,” “🧪 Shop,” and “?” in the same chunky cream-bordered style. Place the large red circular THROW BRICK button in the bottom-right. Place the four-button directional pad in the bottom-left. Add a small dark translucent instruction panel in the bottom-right/near the throw control that says: “WASD / arrows move / Mouse or drag aims a 3D line / Space / click throws.” Keep the UI highly readable, with cream text, dark brown shadows, rounded corners, and thick gold or cream borders.

The “?” help button should show a temporary toast explaining: “Aim at the ground to draw the 3D throw line, then toss a brick at a crate.” Toast notifications appear centered near the top below the HUD in a pale cream box with a brown/orange border. The rare-list button opens a centered scrollable modal titled “✨ Rare Discoveries,” with subtitle “100 discoveries — each one is rarer than the last.” List 100 named discoveries, each marked by rarity categories: entries 1–10 Common, 11–35 Unusual, 36–70 Rare, 71–90 Ultra rare, and 91–100 Mythic. Include the discovery names used by the original game, such as “Mossy Brick,” “Golden Egg Echo,” “Tiny Parade,” “Rain of Confetti,” “Singing Crate,” through increasingly whimsical market-themed names and ending with “Brick Toss Miracle.” The modal uses a pale cream background, brown border, rounded corners, and a Close button.

The shop button opens a centered scrollable modal titled “🧪 Potion Stall,” with subtitle “Spend coins on market magic.” Offer exactly three purchasable temporary effects: “🍀 Lucky Sip,” costing 18 coins and doubling rare-event odds for 20 seconds; “💨 Swift Sip,” costing 12 coins and making movement faster for 25 seconds; and “🧲 Coin Magnet,” costing 15 coins and awarding +2 extra coins per crate hit for 25 seconds. If the player lacks coins, show “Not enough coins.” On successful purchase deduct the price, show a toast (“🍀 Luck boosted!”, “💨 Swift feet!”, or “🧲 Coin magnet on!”), and show “Potion effect faded.” when the effect ends. The original game’s rare-event system should run probabilistically on successful crate hits: sometimes award an additional variable coin reward and show a toast in the format “✨ RARE #N: [discovery name] — +N coins”; lucky potion doubles the event probability. Keep the rare-event rewards and discovery names internally consistent with the 100-entry list.

Implement responsive resizing, pointer/touch input, and mobile-friendly controls. Use warm directional lighting, ambient/hemisphere lighting, shadows on stalls, crates, player, and bricks, and a soft atmospheric blue background. The only goal is to toss bricks accurately at the 12 colored crates, build the hit count and coin balance, and spend coins on the optional potion and rare-discovery interfaces.

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