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Arcade › Drop Dummy
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Wyatt Forster built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Drop Dummy yet. Play it, then tell Wyatt Forster what you would add next.
Drop Dummy was built by Wyatt Forster 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 Drop Dummy 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 browser-based 3D physics sandbox titled "Drop Dummy". Use a Three.js-style perspective camera with a clean, slightly foggy laboratory/test-arena presentation: pale blue sky/background, soft exponential fog, bright hemisphere plus directional lighting, and visible soft shadows. Start the camera in an elevated three-quarter view looking toward the center of the arena, with orbit controls: right mouse drag rotates around the target, mouse wheel zooms, and left mouse is reserved for interacting with the sandbox. Build a small enclosed square arena. The floor is a large light blue-gray 18-by-18 slab at ground level with a clearly visible square grid. Surround it with four low, light gray-blue boundary walls, about 18 units wide/deep and 4 units tall. Add two fixed dark slate obstacles: a raised 3-by-3 square platform toward the back-left, and a dark rectangular ramp/obstacle toward the right/front, tilted around its long axis so dynamic objects can slide or tumble over it. All arena pieces must be static colliders and cast/receive shadows. This is a toy-box physics game with no win condition, score, lives, enemies, or fail state. The goal is simply to drop floppy ragdolls, toss and stack props, grab things, and watch the physics chaos. Use a rigid-body physics simulation with gravity pulling downward (stronger than Earth-like gravity), friction, low restitution for most objects, damping, sleeping, and constrained articulated bodies. Ragdolls are assembled from ten separate rigid parts connected by limited cone-twist joint constraints: a capsule-like torso, spherical head, two upper/lower arms, and two upper/lower legs. Use simple rounded capsule-and-sphere geometry, with each ragdoll part sharing one bright solid color. Cycle ragdoll colors through red, teal, and purple as more are spawned. The bodies should be floppy and tumble naturally, but remain connected at the neck, shoulders, elbows, hips, and knees. Spawn a ragdoll when the player left-clicks an empty point on the ground; place its starting body above that clicked point so it drops into the arena. A click on an existing dynamic body or prop instead begins grabbing rather than spawning. Implement physics grabbing with left mouse drag: raycast against ragdoll parts and props, attach a strong point-to-point spring/constraint at the exact clicked body location, and move the grabbed point over the ground plane under the cursor while dragging, clamping its target to at least slightly above the floor. Show a small white wireframe spherical marker at the grabbed target. Disable camera controls while dragging, release the constraint on pointer-up, and restore camera controls. Clicking without movement on empty ground spawns a ragdoll; clicking and dragging an existing body or prop pulls/yanks it around physically. Add keyboard spawning controls. Press B to create a heavy orange/yellow cube at the current cursor ground location, elevated so it drops; give it a random size in the small-cube range and substantial random mass. Press C to create a bright cyan/blue sphere at the cursor ground location, also elevated; give it a random radius and lighter mass, with noticeably bouncy restitution. Both are dynamic physics props and can be grabbed with the mouse. Press R to clear all dynamic ragdolls and props and restore the initial sandbox setup. Press F to toggle slow motion: scale simulation time to about 0.35x while active, then return to normal 1.0x. On initial load and after reset, populate the scene with two ragdolls (one around the center and one offset toward the back/left, dropped from different heights), one orange cube toward the right/back, and one blue ball offset to the right, all falling under physics. Track and display counts for ragdolls and props, plus the current simulation speed. Add a dark translucent, lightly bordered HUD panel in the upper-left with a large bold title "Drop Dummy", a status line exactly in the spirit of "Ragdolls: 2 · Props: 2 · Time: 1.0x", and a smaller instructional line: "Click ground to spawn ragdolls · Drag bodies to yank them around · B box · C ball · F slow-mo · R reset". Include a faint small circular crosshair at the center of the viewport. Keep the interface minimal and unobtrusive over the full-screen canvas.