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Bubble Clash

  • 3d
  • arcade
  • physics
  • arena
  • mobile
  • action
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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. Gxmini X built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bubble Clash yet. Play it, then tell Gxmini X what you would add next.

Make your own game

Bubble Clash was built by Gxmini X 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 Clash 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 Clash

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-playable 3D arcade game called “Bubble Clash” with a polished mobile-friendly hub UI and a simple physics battle mode. Use a dark navy cyber-arena background and a Three.js-style top-down perspective camera looking from above and slightly toward the arena. The arena is a rectangular 18 by 12 floor with a dark blue material, subtle glowing blue grid lines, and four bright cyan elastic boundary walls. Place two purple metallic cylindrical hazards near the center at x=-2.4 and x=2.4, plus a translucent yellow speed-boost circle near the rear of the arena. Two glossy spherical orb characters with white torus rings float at a fixed height of about 1 unit: the player starts on the left and the rival starts on the right. The player orb is light cyan (“Marbie”, Common, 100 HP, 10 base damage); the rival is a gray “Wrecking Ball” with 120 HP and 18 base damage. Rotate the two balls continuously in opposite directions and use soft shadows, hemisphere/directional lighting, fog, emissive neon colors, and rounded glassmorphism UI panels.

The initial hub overlays the 3D background. At the top is a wide translucent rounded bar with a pink circular B avatar, bold BUBBLE CLASH title, a lime rank pill reading “Gold II · 1,240 RP”, and a gold coin pill initially showing 1250. The central translucent rounded hero card says “Ball vs Ball.” with copy explaining: “Pick your orb, set the vector, catch the perfect power pulse — then let physics decide.” Include pink “Quick Play” and blue “Ranked Arena” buttons and small text saying the browser build simulates matchmaking with a local rival. On the right of the hero card, show a colorful rounded promotional panel with a large blue orb, a smaller red orb, glowing rings, title treatment, and energetic gradients. At the bottom, show a rounded translucent navigation bar with buttons: 🏠 Play, 🔵 Roster, 🎁 Shop, and ⚙ Settings; Play is highlighted cyan.

Clicking Quick Play or Ranked Arena starts a battle against the local rival, hides the hub hero, enables the battle HUD, resets both balls and their HP, and displays a toast “Match found · local rival connected”. At the top center, show a translucent battle panel with two health boxes and a VS label: YOU · Marbie on the left with a pink health bar and “100 / 100”, and RIVAL · Wrecking Ball on the right with a blue health bar and “120 / 120”. Show floating damage values near the upper middle that rise and fade. At the bottom center, show a translucent “LAUNCH VECTOR” panel with an oscillating power meter, POWER percentage text, a circular cyan aim dial with a pink needle, instructions “Drag the dial to aim / Tap at the peak to launch / Space also launches”, and a pink LAUNCH button. Before launch, power automatically sweeps from 0% to 100% and back repeatedly; dragging the aim dial changes the launch angle. Clicking LAUNCH or pressing Space locks the inputs, removes the panel, and gives the player velocity based on direction and power (speed = 4 + power * 10). The rival launches automatically with leftward velocity and a random vertical component.

Implement the actual battle as simple damped 3D planar physics: balls move in the X/Z plane while staying at y=1, velocity slowly damps, and collisions with the four boundaries clamp position and reverse the relevant velocity at about 98% strength while incrementing a bounce counter. When the two balls come within 1.5 units, damage each other simultaneously: player damage is its base damage (with the special Jester case randomized only if that ball is used), rival damage is its base damage, and each receives knockback along the collision direction. Keep the central boost behavior by slightly multiplying player velocity while near the arena center. Update health bars and text after every hit. When either ball reaches 0 HP, end the match, award 50 coins for a player victory or 15 for defeat, return to hub state, and show a large translucent result modal reading “Victory!” or “Defeat”, explanatory text with the coin reward, and a “Back to Hub” button.

Include functional hub navigation views. Roster should show “Ball Roster” and “6 / 32 unlocked”, with a responsive grid of ball cards; display the first 12 balls, marking the first six unlocked and the rest locked. Each card shows rarity, ball name, base damage (BD), base health (BH), and passive trait. Include these data-driven balls and traits: Marbie/Common/BD10/BH100/No passive traits; Bouncy Pink/Common/8/110/Wall contacts multiply velocity by 1.1x; Heavy Lead/Common/15/80/Incoming knockback reduced 50%; Neon Glow/Common/10/100/Disruptive trail; Beach Ball/Common/6/130/Higher vertical bounce; Gumball/Common/11/90/Fractures below 20% health; Wrecking Ball/Rare/18/120/2x knockback; Slime Sphere/Rare/12/140/15% speed debuff for 3s; Magma Core/Rare/22/95/Burn 2 damage/sec for 4 sec; 8-Ball/Rare/14/115/1.5x center critical; Snowball/Rare/10/150/Pauses enemy timers; Disco Orb/Rare/13/120/Random side offset. The shop view should be titled “Rotating Bazaar”, show “Refreshes in 05:00 · 3 featured balls”, three featured ball cards (Bouncy Pink, Magma Core, and Chrono Overlord), and coin chest buttons: Basic Chest costing 100 coins, Advanced Chest costing 350, and Elite Chest costing 800, with the visible rarity odds text from the UI. Clicking a chest deducts the cost if affordable and shows a toast saying the chest was opened; otherwise show “Not enough coins”. Settings should be a scrollable responsive two-column grid of controls matching the visible labels: Resolution Scale, Shadow Quality, Anti-Aliasing, Post-Processing, Motion Blur Magnitude, V-Sync, Particle Limits, Trail Length, Master Volume, Music Volume, SFX Volume, Navigation Sounds, Camera Tracking, Damage Quantities, Quick Launch, Trajectory Opacity, Auto Queue, Reveal Rival Tier, FX Filter, Sensitivity, Chat Filter, Compact HUD, Colorblind Profile, Localization, Performance Overlay, Promo Code, and Account Wipe. Use rounded cards, strong bold typography, colorful pink/cyan/yellow/lime buttons, responsive mobile layout, press animations, translucent blur panels, and readable contrast throughout. Do not add unsupported gameplay systems beyond the listed simple ball physics and UI behavior.

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