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Cube Burst

  • 3d
  • arcade
  • target-shooter
  • physics
  • toy-box
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. Jericko built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Cube Burst yet. Play it, then tell Jericko what you would add next.

Make your own game

Cube Burst was built by Jericko 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 Cube Burst 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 Cube Burst

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-based Three.js 3D arcade target game titled “Cube Burst.” Use a clean toy-box arena viewed from a perspective camera positioned near the front of a large rectangular playfield, looking toward stacked cubes at the far end. The scene should have a pale sky-blue background with subtle distance fog, a large dark blue checker-textured floor, a light blue-gray back wall, and matching side walls forming a simple enclosed arena. Use soft shadows, a hemisphere light, and a strong directional sunlight; the overall style is colorful, simple, and low-detail with glossy/standard-material toy-like geometry.

Gameplay: The player aims by moving the mouse. Mouse movement should smoothly shift the camera horizontally and vertically within modest limits, while it continues looking at the cube targets; use the center of the screen as the aiming ray. Show a small white ring/marker on the floor where the center aiming ray intersects the ground. Hold the left mouse button to charge a throw, then release to launch one spherical ball in the aimed direction. Charge takes up to about 0.9 seconds and is displayed as a horizontal charge meter; launch speed interpolates from about 12 at low charge to 28 at full charge, with a minimum throw charge. Balls are colored spheres, affected by strong downward gravity, bounce off the floor with reduced vertical speed and friction, and rebound from the arena boundaries. Each ball lasts up to about 8 seconds and is removed when it slows almost to a stop or expires. Multiple active balls are allowed; “Balls” in the HUD is the current number of active balls, not a finite ammunition supply.

Place three groups of intact one-unit cubes at the far end: a 3-by-3 stack centered around x=-3.6 at z=-6, a 2-by-4 stack around x=1.2 at z=-7.5, and a 4-by-2 stack around x=-1.2 at z=-3.8. Cubes are approximately 1 unit wide, spaced about 1.2 units across and 1.05 units vertically, and use a bright procedural checker texture blending warm yellow and orange. Give cubes shadows and collision detection. When a moving ball overlaps a cube and its impact speed is greater than 5, remove that cube and add 100 points. The ball should lose speed and bounce upward on contact. On destruction, spawn 12 small warm-colored cube fragments around the destroyed cube; launch them outward and upward with some of the ball’s impact velocity, apply gravity, rotation, floor bouncing, shrinking, and remove them after roughly 1–2 seconds. Resetting should restore all cube stacks, remove balls and fragments, and reset the score.

HUD: Add a large dark translucent rounded panel in the upper-left over the 3D scene. It should clearly display “Cube Burst,” “Score: 0,” and “Balls: 0,” followed by “Charge” and a wide rounded horizontal charge bar that fills as the mouse is held. Include the instruction “Hold click to charge — release to throw” and “R resets the arena.” Add a second HUD panel for two image file pickers labeled “Cube Texture” and “Floor Texture,” with a small tip that seamless images work best. The cube texture picker must replace the material texture on all currently intact cubes; the floor picker must replace the repeating floor texture. If no custom images are selected, use the built-in procedural checker textures. Also show a simple white plus crosshair at the center of the viewport (the aiming marker in the world is separate). Press R to reset the arena. Press 1, 2, or 3 to choose the ball color theme: red/coral, teal, or yellow. Keep the presentation as an immediate playable arena with no invented enemies, lives, levels, countdown, or win screen; scoring is simply 100 per destroyed cube and the game can continue until the player resets.

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