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Bubble Breeze

  • 2d
  • bubble-shooter
  • arcade
  • match-3
  • casual
  • color-matching
0
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5 plays

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 Bubble Breeze yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Bubble Breeze 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 Bubble Breeze 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 Breeze

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.

Recreate “Bubble Breeze” as a cheerful 2D bubble-shooter viewed straight-on in a fixed orthographic playfield. Use a bright cyan/tropical sky background (#8fe8ff) with soft translucent white four-puff clouds scattered behind the play area. The game occupies the full responsive screen with no scrolling. Near the top center, hang a large staggered bubble grid: 12 columns, six starting rows, with alternating rows offset horizontally like a hex/brick layout. Each bubble is a glossy circle about 0.42 world units radius, with a white translucent rim, a small white shine spot near its upper-left, and one of five vivid colors: pink, golden yellow, mint green, blue, or purple. The bottom rows should have occasional gaps, while the upper rows are generally filled. The grid is anchored at the top and hangs downward; bubbles use six-neighbor adjacency appropriate to the staggered rows.

At the bottom center, create a bubble launcher: a white translucent circular base around y=-6.55 and a dark teal narrow rectangular cannon angled toward the aim direction. Show the next bubble to fire sitting at the launcher, rendered with the same glossy colored-bubble style. From the launcher toward the aim direction, display about 12 tiny, faint white guide dots. Shots travel upward along the aim angle, bounce off the left and right side walls, and collide with the hanging grid or the top boundary before snapping into the nearest open staggered grid cell. Keep the shot speed fast and the side walls around the playfield edges.

Core gameplay: the player aims by moving or dragging the pointer/touch position relative to the launcher, then releases or taps to fire. Clamp the aim to upward angles, never below the horizontal. Also support keyboard Left/Right or A/D to adjust aim and Space to shoot; R resets the game. Only one projectile may be active at a time. The fired bubble’s color is the current preview color, then choose the next preview color randomly from colors currently present on the board. When a fired bubble lands, find all touching bubbles connected to it that have the same color. If the connected group has at least three bubbles, remove the whole group, award 60 points per matched bubble, then remove every bubble no longer connected to any bubble in the top row and award 90 points per detached bubble. Emit a brief burst of small matching-color sparkles at the pop location. A shot that does not make a match remains in the grid. Track shots since the last row drop: after five settled, non-ending shots, reset that counter, shift every existing bubble down one row, and add a new randomly colored row at the top with roughly 82% chance of filling each of the 12 columns. Matching shots reduce the counter by one (not below zero), as in the original mechanics. Update the board positions after shifts.

The win condition is clearing every bubble. The lose condition is any bubble descending below a horizontal danger line near the launcher (around y=-4.85). On either end state, stop normal play and show a centered translucent dark-blue rounded overlay panel with a title and result text: win title “You cleared it!” and final score, or lose title “Bubbles got too low” and advice to match bigger clusters. Include a rounded “Play again” button that resets the board, score, shot counter, end state, sparkles, and six-row random starting arrangement. Also allow R to reset at any time.

Overlay HUD styling: white bold text with a subtle shadow. At top left show a dark translucent rounded pill reading “Score 0” (with the live score). At top right show a matching pill reading “Shots 0/5” (the live count since the last row drop). At top center place a rounded yellow-to-orange music button with dark teal text and a music-note label, “♫ Music”; clicking toggles it to “♫ Muted”. Start looping the supplied upbeat tropical/chiptune background track after the first pointer or keyboard gesture, at moderate volume, and allow the music button to pause/resume it. At the bottom center, show a translucent blue rounded hint panel reading: “Drag or move the pointer to aim. Release / tap to shoot. Keyboard: ← → aim, Space shoots. Match 3+ bubbles.” Use responsive sizing, safe-area spacing, touch-action disabled for the canvas, soft shadows, rounded glass-like translucent panels, and a bright playful polished casual-game aesthetic. Do not add extra gameplay systems, power-ups, timers, lives, or alternate weapons.

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