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Canteen Flick Championship

  • 3d
  • arcade
  • physics
  • trick-shot
  • mobile
  • casual
  • score-attack
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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Amit built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Canteen Flick Championship was built by Amit 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 Canteen Flick Championship 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 Canteen Flick Championship

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 mobile-first 3D arcade trick-shot game titled “Canteen Flick Championship.” Use a warm, friendly low-poly canteen/lunchroom presentation with a fixed third-person perspective camera positioned behind and above the launch area, looking forward down a long floor toward the back wall. The scene uses a peach/tan background and fog, soft shadows, bright cream walls, a tiled/checkered cafeteria floor, side walls, and a back wall with four stylized window panels showing orange skies, clouds, greenery, and wooden muntins. Populate the room with simple Kenney-style low-poly furniture and food props: tables, chairs, a service counter at the far end with burgers, soda bottles, donuts, mugs and soda cans, plus decorative tables and chairs at the sides and back. Keep the launch table in the foreground and build each challenge runway into the room.

Core gameplay: each level starts with one throwable object resting above the foreground launch table at the near end of the runway. The player aims by swiping upward from the lower part of the screen and releasing. Swipe distance controls launch power: longer upward swipes send the object farther; horizontal swipe displacement aims left or right. While dragging, show a dotted white trajectory preview made from simulated physics, with fewer visible dots in later levels. Also support mouse drag-up-and-release. Add keyboard controls: Arrow Left/Right adjust aim, Arrow Up/Down adjust power, Space flicks, P pauses, and M toggles mute. The object travels through a physics-based 3D room with gravity, drag, bouncing, friction, collisions against floor, walls, tables, furniture, and target rims. When it comes to rest or times out, consume the shot and spawn the next object if targets remain.

Implement three distinct throwable types with visibly different simple meshes and behavior: a crumpled off-white paper ball that arcs high, a red bottle cap with a pale top that slides and rolls along table surfaces, and a pale yellow folded triangular note that floats/glides and is strongly affected by wind. Levels may display a wind indicator such as “Wind → 1.2” or “Wind ← 0.6”; wind pushes the folded note or other configured objects sideways. Give every active target a glowing/bobbing yellow ring, and hide the ring after it is completed. Targets include low-poly trash bins that require dropping the object inside from above, cups that similarly require an aerial drop, plates that require a cap to slide and stop on the plate, and turquoise glowing gate gaps between two obstacle props that require the object to pass through. Use moving targets in the later stages: bins or gates move horizontally on a sine wave, and visibly move their collision geometry and ring with them.

Create exactly ten selectable levels, all available from a “Choose a Level” screen, with these names and challenge layouts/mechanics:
1. “First Toss”: paper, 3 shots, 1 target, one bin ahead, full guide, no wind; tip “Swipe up to flick the paper ball into the bin.”
2. “Double Dunk”: paper, 4 shots, two bins at different left/right and forward positions, a chair obstacle, slightly shortened guide; tip about tilting left or right.
3. “Cap Slide”: bottle cap, 3 shots, a plate on a table ahead, runway tables, and a mug obstacle on a table; tip to stop the cap on the plate.
4. “Cup Run”: paper, 4 shots, a small cup and a bin, with a table and soda bottle obstacle; tip that cups are small and require an aerial drop.
5. “Note Gate”: folded note, 5 shots, a narrow gate gap between two bookcase posts followed by a bin; tip to go through the gap and into the bin.
6. “Cap Slalom”: bottle cap, 5 shots, three runway tables, a narrow gap between bottle obstacles followed by a plate, and a donut obstacle; tip to slide between bottles then stop on the plate.
7. “Breezy Window”: folded note, 5 shots, wind pushing right at 1.2, two bins placed at different positions and a chair obstacle; tip to aim into the wind.
8. “Over the Shelf”: paper, 5 shots, a wide bookcase obstacle requiring a high arc, plus a bin and a cup on a table; tip to arc over the shelf.
9. “Lunch Rush”: paper, 6 shots, wind pushing left at 0.6, a moving bin and a cup on a table, a low open bookcase obstacle and a table; tip to time the moving bin.
10. “Championship Final”: folded note, 7 shots, wind pushing right at 0.8, a gate between bookcase posts, a bin, and a horizontally moving final bin, plus a chair obstacle; tip that the final round includes a gap, wind, and a moving bin.

Use a scoring system shown in the gameplay HUD. At the top, show remaining shots as orange dots that turn hollow when used, a target counter like “🎯 1/2,” a star score such as “⭐ 250,” and a wind pill only when wind is active. Targets score 100 points; add a bank-shot bonus when the object has bounced, a swish bonus when it enters cleanly without a rim hit, and a combo bonus for scoring multiple targets in one flight. Display floating celebratory text near targets such as “IN! +100,” “SWISH +125,” “BANK SHOT +150,” “COMBO +200,” “PARKED +100,” or “THROUGH! +100,” with colorful particle bursts, bounce/rim sound effects, and a slight camera shake. Use colorful confetti-like particles in yellow, orange, teal, pink, green and white on successful shots and a larger burst on level completion.

A successful level ends when every target is completed. Award 3 stars if the player uses no more than the level’s par shots, 2 stars for par+1, and 1 star otherwise; award a spare-shot score bonus. If the player uses all shots before completing targets, show an “Out of Shots” result. Persist per-level stars and best scores locally. After each attempt show a results card with “Perfect Flick!” for a three-star clear or “Level Clear!”, three animated stars, score, shots used, spare-shot bonus/best score, and Retry/Next buttons. Completing level ten successfully leads to a celebratory full-screen “MISSION COMPLETED” ending with falling multicolor confetti, “You are the Canteen Flick Champion!”, total stars out of 30, total best score, Play Again, and Level Select.

Build the UI in the same rounded, tactile style visible in the reference: Fredoka-like friendly rounded font, dark brown text, cream cards with large rounded corners and a thick darker lower shadow, orange primary buttons with darker orange shadow, teal alternate buttons, and pale beige secondary buttons. The title screen has the exact title split over two lines, subtitle “Paper balls, bottle caps and folded notes. Ten trick shots. One relaxed lunch break.”, a loading/setup message that becomes Play and How to Play buttons. The persistent top bar has a home icon on the left, centered level name during play, and pause, speaker/mute, and question-mark help buttons on the right. The help screen explains swipe power/aim, dotted guide, target rules, differences between paper/caps/notes, fewer shots for more stars, bank shots/spare-shot bonuses, and keyboard/mouse controls. Include pause, retry, level select, mute state persistence, soft ambient synthesized chord music and simple synthesized flick, bounce, rim, score, miss, win, click and star sounds. Keep the game playable in portrait mobile view with responsive HUD/card sizing and also usable with mouse and keyboard on desktop.

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