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Doodle Bridge

  • 2d
  • physics
  • drawing
  • puzzle
  • sketch
  • mobile
  • arcade
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. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Doodle Bridge yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Doodle Bridge was built by Oleg Sidorkin 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 Doodle Bridge 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 Doodle Bridge

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 mobile-friendly 2D physics drawing puzzle called “Doodle Bridge,” rendered on a full-screen canvas with a fixed hand-drawn HTML HUD. The entire scene should look like a sketch made with black pencil on crumpled beige graph paper: use a warm cream/tan paper gradient, faint irregular stains and wrinkle marks, blue graph-paper grid lines, and one faint red vertical margin line. Keep the art deliberately imperfect with wobbly/rough strokes, rounded line caps, Comic Sans/handwritten-style lettering, and slightly rotated paper-like buttons.

Start at LEVEL 3. The level is a side-on, static camera view. A thick gray-black ground strip runs from the left edge to about 36% of the screen, then ends at a wide pit extending to about 68% of the screen; a matching ground strip resumes on the right and continues offscreen. Add sketchy diagonal lines descending into the pit and the handwritten label “PIT!” below it. Place a checkered black-and-cream flag on a thin black pole near 84% screen width, with the flag around ground height. Add the decorative handwritten note “single path!” above the pit/right side with a curved pencil underline/arrow. The drawing area excludes the top HUD and bottom controls.

The player controls a simple doodle motorbike and stick-figure rider initially parked on the left ground. The bike has two black outlined spoked wheels, approximately 16px radius and 48px apart, a rough triangular motorbike frame, a small motor/body blob, and a stick rider with a circular head, body, arms reaching to the handlebars, legs reaching toward the bike, and a red scarf trailing behind. The bike should visibly roll forward when tested. Use a lightweight physics simulation: gravity, forward motor force, wheel circle collisions against the two ground segments and the player-drawn path, wheelbase distance constraint, friction, velocity limits, and multiple substeps/collision passes so thin ramps are usable. The wheels should collide with the gray ground and green ink strokes; the bike body follows the wheel midpoint and the rider’s head follows the body.

Core interaction: in DRAW mode, the player drags on the canvas to create exactly one continuous green bridge/path, replacing any previous path when a new pointer drag starts. Only accept drawing in the central gameplay area (below roughly 92px and above roughly 82px from the bottom); add points when the pointer moves several pixels, then lightly smooth the resulting polyline. Render the path as thick green marker ink with a darker green center stroke and small translucent ink dots. The intended solution is a continuous, sturdy, gently rising-and-falling ramp from the left edge of the pit to the right side, landing close to ground level; the path can be any user-drawn shape, and collisions should work against its line segments. Do not allow multiple bridges or separate paths.

HUD: at the top, show a centered large hand-drawn “LEVEL 3” title, a home button on the upper left, and upper-right HINT (lightbulb) and SKIP buttons, each as off-white paper buttons with thick black borders and small play/credit-like icon details. Beneath the title, show a dashed, slightly rotated instruction card. In draw mode it says “Draw one sturdy green bridge, then tap DRIVE.” and after drawing says “Nice sketch. Tap DRIVE to test it.” At the bottom center show ERASE and a prominent pale-green DRIVE button. DRIVE starts the simulation only if at least two path points exist; Enter/Space should also start it. ERASE clears the path and resets the bike; E does the same. While driving, hide DRIVE/ERASE, show REPLAY, and change the instruction to “Hold on — the doodle bike is driving!”; R or REPLAY resets the bike while retaining the path. The HINT button displays a dashed translucent green suggested curve over the pit and a message: “Hint: start low, rise gently, land flat.” SKIP advances the level number, clears the path, and resets the bike. Home resets the level number to 3 and clears the path.

Driving rules: the bike drives automatically to the right, using motor acceleration whether grounded or airborne, and should reach the finish when the front wheel enters the flag area. Fail if the bike falls into the pit, goes below the screen, flips/tips beyond a steep wheel slope, suffers a very high impact, or runs longer than about 18 seconds. On failure stop the motor, change the message to “Crash! Replay or draw a smoother bridge.” and show REPLAY. Replace the bike with a physical-looking ragdoll crash: separate head, chest, hip, hands, feet, and wheel points connected by distance constraints, with gravity and collisions against ground and green ink. Scatter red impact strokes and particle bursts, and display a hand-drawn red/black “CRASH!” label with occasional “BAM!”, “OW!”, “CRASH!”, or “BONK!” text.

On success, when the front wheel reaches the flag, stop the bike and show a centered pale-yellow paper banner with thick black outline reading “IT’S GREAT” in large green hand-drawn type. Spawn colorful falling confetti rectangles in red, blue, yellow, green, and purple. Show three large round buttons below/near the banner: replay (circular arrow), home, and a green next arrow. Next increments the level number, clears the ink, resets the bike, and displays a message like “New pit. Draw another safe path.” Keep the same visual layout and pit proportions for subsequent levels rather than inventing additional obstacles or mechanics. Ensure all controls are touch/pointer friendly and support keyboard shortcuts Enter/Space, R, and E. The game should be an actual playable interactive physics drawing game, not a slideshow.

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