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Bubble Blaster

  • 3d
  • arcade
  • carnival
  • shooter
  • mobile-friendly
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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. Emiliano Nugnes built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bubble Blaster yet. Play it, then tell Emiliano Nugnes what you would add next.

Make your own game

Bubble Blaster was built by Emiliano Nugnes 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 Bubble Blaster 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 Bubble Blaster

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.

Rebuild a playable browser 3D arcade carnival shooting game titled “Bubble Blaster” (the HUD text is Italian). Use a fixed third-person/over-the-shoulder view from behind a colorful bubble cannon, with a perspective camera aimed toward the back of the attraction; the cannon sits near the bottom center and the targets appear far ahead. Do not add player walking or camera movement: the player only aims with the pointer and fires.

Scene and art direction: make the scene bright, toy-like, low-poly carnival artwork with strong saturated colors and soft shadows. Use a dark purple background/floor (deep violet), a vertical carnival backdrop at the rear with alternating narrow pink/red and golden-yellow stripes, and a large glowing yellow semicircular arch across the upper/middle background, decorated with small alternating white/yellow-purple bulbs. Include simple carnival decoration at the sides: cyan vertical poles with pink glowing tops, plus optional stylized benches/fences near the back. Use warm, colorful lighting and a little atmospheric fog. The cannon is a chunky stylized object: a wide cyan circular base, a large hot-pink/red cylindrical barrel projecting forward, and small yellow side details/ring near its muzzle. Render with a perspective camera around position (0, 3.2, 10), looking toward the targets/backdrop around z=-5; keep the cannon at approximately (0, 0.8, 5.2).

Core gameplay: when the game starts, continuously spawn colored spherical bubbles at the far back around z=-7. Bubbles enter from either the left or right edge (x about -9.2 or +9.2), travel horizontally across the playfield, and bob subtly vertically. Spawn one about every 0.55–1.25 seconds. Choose bubble type randomly: blue is most common and worth 10 points, pink is less common and worth 25, and rare gold bubbles are worth 50. Bubble movement speed is roughly 1.0–2.6 units/second, with gold bubbles 1.5x faster, so faster targets are riskier. Remove bubbles after they travel beyond the side boundary around x ±11.

Aiming and shooting: aim by moving the mouse or touching/dragging on the canvas; map horizontal pointer position across the play area and vertical pointer position to the cannon’s horizontal/vertical firing direction. Visually rotate the cannon/barrel toward the aim. Fire by clicking/tapping the play area, pressing Space, or pressing the prominent “💥 FUOCO” button. Each shot is a small glowing white/cyan sphere launched from the cannon muzzle toward the rear, with speed 9 + power*2 and a lifespan of about 3 seconds. A shot hits and removes the first bubble it comes within about 0.72 units of, then awards that bubble’s points. Clean up shots when they hit, expire, or pass the rear. Play a short soft electronic zap/beep on firing using browser audio after user interaction.

Power control: add a bottom-left rounded cyan button labeled “Potenza: 2”. Pressing it cycles power 1 → 2 → 3 → 1, updating the number and shot speed. Add a bottom-right rounded coral/red button labeled “💥 FUOCO”. Buttons should have bold white text, rounded pill styling, and darker offset shadows that make them look tactile.

HUD and flow: overlay a full-screen, non-blocking HUD. At the top left show a small carnival-tent emoji followed by large bold yellow “BUBBLE BLASTER”; at the top right show bold white “Punti: 0”, updating the score. At the start, show a centered gold rounded button labeled “INIZIA LA FIERA”; the game is paused until it is pressed (Space may also start it). Also show a dark translucent rounded hint near the upper center reading “Mira con mouse o dito · premi SPAZIO / FUOCO”, fading away once play begins. At the bottom center show a small legend: “Bolle dorate = 50 · rosa = 25 · blu = 10 · più velocità = più rischio!”. Reset score to 0 whenever a new game is started. Make the layout responsive for portrait mobile screens, preserve the large cannon and bottom controls, and hide the small legend on narrow screens if needed. There are no lives, health, levels, timer, game-over state, power-ups, or enemy attacks; the score and ongoing bubble clearing are the complete objective.

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