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Arcade › Bubble Tilt
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Bubble Tilt was built by Mickey Mouse 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 Tilt 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.
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 portrait-oriented 2.5D arcade bubble shooter called “Bubble Tilt” using Three.js. Use an orthographic camera looking straight at a flat playfield, with glossy 3D sphere bubbles rendered against a dark navy-to-blue vertical gradient background. Add faint translucent decorative bubble rings in the background, subtle side rails, and soft arcade lighting. The board is a staggered hexagonal grid 10 columns wide and initially about 7 rows tall near the top of the screen. Rows alternate horizontal offset; bubble radius is about 0.315 world units, horizontal spacing is twice the radius, and vertical spacing is radius times sqrt(3). Fill the initial board with randomly chosen glossy Coral/pink, Lime/green, Sky/cyan, Gold/yellow, and Grape/purple bubbles, with occasional empty spaces in the lower rows and a tendency for neighboring rows to share colors. Each bubble should look shiny and dimensional: physical material with strong clearcoat, low roughness, slight transmission/emissive tint, a small white highlight sphere on the upper-left/front, and a subtle white rim. At the bottom center, create a blue rounded launcher base with a white capsule-like aiming barrel and a loaded bubble. Aim with pointer/touch dragging: while the player drags, point an arrow guide from the launcher toward the pointer, constrain the aim to upward directions (minimum upward component) and clamp horizontal direction. On release, shoot the loaded bubble in that direction at a constant speed. The projectile travels upward, bounces off the left and right board rails, and sticks when it reaches the top cluster or comes within roughly two bubble radii of an existing bubble. Snap it to the nearest empty staggered-grid cell. Hide the current bubble and aim guide while a shot is moving. Rotate the launcher barrel and arrow to match the aim direction. Show a small preview bubble in a white ring near the lower-right of the launcher labeled “NEXT”; after each shot, promote the next color to current and randomly generate a new next color. Use five bubble colors: coral #ff5d75, lime #7bff68, sky #53cfff, gold #ffd247, and grape #b477ff. After a bubble sticks, find all connected same-color bubbles using the six hex-grid neighbors. If at least 3 same-color bubbles are connected to the newly placed bubble, pop them and award 10 points per directly popped bubble. Spawn a short burst of small colored particles and play a pop sound. Then find all bubbles no longer connected to the top row and remove them as floating bubbles, awarding 15 points each and using a smaller particle burst. If no match pops, descend the entire cluster slightly; the descent begins at 0.08 world units and increases slightly with successive shots, capped in its incremental addition at 0.08. Keep updating all bubbles to reflect the accumulated descent. Lose when any bubble’s lower edge crosses the horizontal danger line around the lower playfield (about y=-3.35), and win when the board is empty or score reaches 1200. Render a pulsing red danger line across the playfield with pale tick marks. Keep a fixed HTML HUD over the canvas: three translucent rounded glass panels at the top labeled SCORE, TARGET, and NEXT, showing score, 1200, and a colored dot preview. At the bottom show the instruction “Drag to aim — release to shoot”. On win or loss, show a centered dark translucent overlay card with a title such as “Cleared!”, “Target hit!”, or “Too low!”, a final-score explanation, and a rounded yellow “Play again” button. Restart by clicking the button or pressing R. Add shooting, popping, and UI click sounds using short arcade audio clips, but gracefully ignore playback failures. Make the layout responsive to portrait screens and safe-area insets, preserve touch dragging, and prevent page scrolling or text selection. The visual style should be polished, colorful, glossy, and arcade-like, matching the shown game: the top cluster occupies the upper portion while the launcher, arrow, danger line, and empty navy playfield are visible below.