Skip to content

Arcade › Desi Jugaad

Desi Jugaad

  • 3d
  • physics
  • puzzle
  • contraption
  • casual
  • mobile
  • arcade
0
Remix it Discord

0 plays

How to play

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.

Discussion

Nobody has said anything about Desi Jugaad yet. Play it, then tell Amit what you would add next.

Make your own game

Desi Jugaad 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 Desi Jugaad 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 Desi Jugaad

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 polished 3D mobile/touch puzzle game titled “Desi Jugaad,” with the subtitle “Everyday problems. Clever contraptions.” The game is a physics-based contraption-building game set in a warm, stylized Indian-home-like room. Use a front-facing orthographic-ish perspective camera (the code uses a 30-degree perspective camera aimed straight into a tall room), showing a tan plaster wall, darker lower wall panel, wooden floor/rug, a large framed window with warm sky and clouds, two dark wooden vertical supports, and simple furniture props such as a bookcase, floor lamp, side table, and rug. The title screen should prominently show “Desi” in orange and “Jugaad” in teal with strong white/dark drop shadows, the tagline beneath, a large rounded orange PLAY button, and rounded cream home/help/sound buttons in the upper corners. Use a cheerful, tactile low-poly/cartoon 3D style, warm lighting, soft shadows, saturated orange/teal/wood colors, and subtle object bounce/particle effects.

Core loop: present one of 10 fixed puzzle levels. Each level shows one or more red/orange-and-cream patterned balls resting on wooden shelves or platforms, plus target objects such as a bucket at the floor or on a shelf, a hanging brass bell, or a watering can and potted plant. The player must arrange a limited inventory of improvised household parts in the room, press GO, and watch the physics simulation. Gravity pulls objects downward; balls roll and bounce on shelves and placed parts, collide with one another and with walls, and can fall out of the room. The goal is to make every required target happen before the simulation settles, fails, or reaches its 15-second limit. A win occurs only after all targets for that level are completed. If the balls stop moving without completing the goals, all balls leave the room, or 15 seconds elapse, show a failure message and return to the build state for adjustment.

Building controls: show a bottom inventory tray containing only the parts available in the current level, with an icon, name, and remaining count. Drag a part from the tray into the room, or tap a tray slot to place it. Drag already-placed parts to reposition them. Tap a placed part to select it; tapping it again rotates it 45 degrees. On-screen contextual rotate-left, rotate-right, and delete controls appear near the selected part. Include a CLEAR button to return all parts to the tray, a light-bulb HINT button, and a large GO button that becomes a red STOP button while the simulation is running. Parts can also be manipulated with keyboard controls if supported: number keys add parts, arrow keys move the selected part, Q/E rotate it, Tab cycles selection, Delete removes it, Space/Enter runs or stops, H shows a hint, Escape pauses, and M toggles sound. Keep placed parts within the playable room bounds.

Implement the five available part types exactly as shown by the game’s mechanics and visual language: (1) Plank: a wooden rectangular board that forms a ramp or platform and has normal bouncy/rough collision; (2) Rope: two small posts with a taut horizontal rope, which gives a strong upward bounce when hit hard; (3) Fan: a small blue table fan with base, stand, cage, and three blades, which visibly spins during the run and applies directional force in a cone in front of it; (4) Bottle: a heavy green bottle with a pale cap, which rolls and delivers a large push but has low bounce; (5) Broom: a red-handled yellow-bristled broom hanging from a hook, which swings automatically under gravity like a pendulum when GO is pressed and can sweep/strike balls. Use distinct stylized meshes/icons and make the placed objects pop slightly when added or selected.

Physics details to reproduce: use downward gravity, moving circular ball/bottle bodies, collision against shelves, ramps, walls, floor, bucket walls, can, bell, rope, broom, and other bodies. Normal balls are small radius ~0.25, moderately bouncy; bottles are radius ~0.26, mass 3, less bouncy. The fan pushes bodies only within a forward distance/cone and its force follows its rotation. A rope collision produces a pronounced upward velocity/boing. Brooms swing from their placed pivot and use their angular velocity as surface motion. Add friction so balls roll along slanted shelves and planks. Give balls a patterned red, cream, and yellow texture and make them visibly rotate as they roll.

Targets and level content must be fixed to these 10 designs and names: 1 “Ball in the Bucket” — get one ball into a floor bucket; inventory 2 planks. 2 “Ring the Bell” — launch a ball into a high hanging door bell; inventory 1 rope and 1 plank. 3 “Thirsty Plant” — knock a watering can so it waters a plant; two shelves, inventory 1 fan and 1 plank. 4 “Sweep It In” — use a swinging broom/parts to get a ball into a floor bucket; inventory 1 broom and 1 plank. 5 “Bottle Knock” — use a heavy bottle and a plank to knock a ball into a bell; inventory 1 bottle and 1 plank. 6 “Top Shelf Bucket” — get a ball from a high shelf into a bucket on a lower shelf; inventory 1 rope and 1 plank. 7 “Watering Time” — get a ball to the plant’s watering can on a top shelf; inventory 1 fan, 1 rope, and 1 plank. 8 “Swing and Ring” — ring a high bell using a ball, broom, rope, and plank; inventory 1 broom, 1 rope, and 1 plank. 9 “Bell and Bloom” — complete both bell-ringing and plant-watering jobs using two balls; inventory 1 rope, 1 fan, and 2 planks. 10 “Grand Jugaad” — fill the bucket and ring the bell using two balls and every part type; inventory 1 plank, 1 rope, 1 fan, 1 broom, and 1 bottle. Build each level with the specific shelf arrangements, slopes, target positions, and starting objects implied by these layouts: shelves occupy the central vertical playfield, bells hang from the ceiling on strings, buckets are open containers with side walls and a base, watering cans sit on shelves opposite their plants, and level 10 includes a small central block obstacle.

Provide short level-specific instructional tips such as “Planks make great ramps. Guide the ball to the bucket,” “A tight rope is super bouncy. Bounce the ball up high!”, “A table fan pushes things the way it faces,” “Heavy bottles roll and give a big push,” “Bounce off a rope at an angle to send the ball sideways,” and “Combine parts: push, bounce, then hit.” Include a first-level hand tutorial prompting the player to drag a plank into the room, plus a ghost-part hint system that displays translucent solution placements for a few seconds. The UI should include level name and task at the top, pause, home, help, and mute controls, a parts-used counter, and a star threshold. Maintain progress in local storage: award 1–3 stars based on parts used compared with the level’s solution part count, show a results screen with titles such as “Nice Jugaad!”, “Clever Fix!”, or “Genius Jugaad!”, animated stars, parts used, best parts count, retry/next/home buttons, and an ending screen after level 10 showing total stars out of 30. Add pause and help screens.

Use audio feedback: looping background music, UI tones, pickup/place/rotate/delete sounds, wood and metal collision sounds, a distinctive rope boing, bell ding, water sparkle tones, success fanfare, failure tones, and optional vibration on mobile. Include particles for strong impacts, rope bounces, water, bell rings, bucket completion, and colorful confetti for wins. Add subtle camera shake on hard collisions and wins, animated target halos around buckets, bell swinging on impact, watering-can tilt and visible water droplets, plant growth/sparkles after watering, and a spinning fan blade during simulation. The game must be playable from the title screen through level select, build, run, result, and final ending states, with responsive camera fitting that keeps the tall room and bottom tray visible on desktop and mobile.

More free browser games

Browse the whole Arcade →