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Bubble Cluster

  • 3d
  • arcade
  • bubble-shooter
  • puzzle
  • casual
  • portrait
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. Busayo Omoyajowo built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Bubble Cluster yet. Play it, then tell Busayo Omoyajowo what you would add next.

Make your own game

Bubble Cluster was built by Busayo Omoyajowo 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 Cluster 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 Cluster

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 portrait-friendly 3D arcade bubble-shooter game titled “Bubble Cluster.” Use a dark navy (#081225) full-screen background and an orthographic camera looking straight at a flat field of glossy, spherical bubbles. Render with a polished Three.js-like look: soft hemisphere and directional lighting, bright cyan rim glow from below, colorful emissive/clear-coated bubble materials, subtle fog, and gentle rotation of the active shooter bubble. The playfield is a staggered hex-style grid centered in the upper/middle screen, with rows of adjacent bubbles hanging from the ceiling. Use five bubble colors: coral/pink, gold/yellow, mint/green, sky blue, and violet/purple. Bubbles should be round, shiny, softly lit, and arranged in offset rows with roughly 13 bubbles in most rows and 12 in the last rows. At level 1, seed 7 rows; each new level adds a row, up to 10 seeded rows. Randomize bubble colors, with the first row avoiding one color variation as in the original. Keep the lower portion open for aiming.

The player controls a single colored shooter bubble positioned at the bottom center. Aim by moving the mouse, dragging, or moving a touch pointer; show a translucent white aiming ray from the shooter toward the pointer, plus about nine small white guide dots along the projected path. On tap/click, shoot immediately along that direction. The shot should detect the first nearby bubble along the ray, then attach the fired bubble to the nearest available staggered grid cell at the impact/end location. Increment Shots, select a random color for the next shooter, and display that next color as a colored dot in the HUD. The fired bubble becomes part of the cluster. Find the connected group of matching-color neighboring bubbles using six hex-grid neighbors; if the connected group contains at least 3 bubbles, pop all of them, award 10 points per popped bubble, then remove any bubbles no longer connected to the top row and award 5 points for each dropped floater. Play short bright pop/shoot/level-up/game-over tones and optionally loop a very quiet simple synth melody after the player starts.

The objective is to clear matching groups and floating chains while building score. Advance to the next level when score reaches level × 120: increase the level, add a new row by reseeding the board, award level × 50 points using the incremented level, spawn a fresh shooter, and show a brief help message such as “Level N · New row added · keep the chains going.” The run ends if the board fills too far (more than 145 bubbles or a bubble reaches grid row 10), showing a centered game-over modal with a title such as “Out of space” or “Board filled,” explanatory text, and a “Play again” button. Restart resets score, shots, and level to 1, randomly chooses the next color, reseeds the starting board, and hides the modal. There is no player avatar, enemy, timer, lives, or ammunition limit beyond the shot counter.

Build the HUD as fixed HTML/UI layered over the canvas. At the top left, show a rounded translucent dark glass panel with the bold two-line title “BUBBLE CLUSTER” and the subtitle “aim • connect • pop.” At the top right, show another rounded translucent panel with four columns labeled Level, Score, Shots, and Next; show the current numeric values beneath the first three and a colored bullet/dot beneath Next. At the bottom center, show the instruction pill “Drag or move to aim · tap / click to shoot.” Use thin pale-blue borders, blur/glass styling, soft shadows, white headings, muted light-blue secondary text, and responsive spacing/font sizes for narrow screens. On initial load, display a centered rounded dark translucent welcome modal over the bubbles, with the heading “Bubble Cluster,” the subtitle “Pop groups of 3 or more matching bubbles.” and a cyan pill-shaped “Start game” button. Keep the aiming line and shooter visible behind it. Clicking Start game begins/resets play, starts audio, and removes the modal. Keep the presentation minimal, clean, glossy, and arcade-like, matching the supplied screenshot: bubbles occupy the upper half, shooter and aim path occupy the lower half, with generous dark negative space around the board.

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