Arcade › Dropfall
Click the game above and it runs right here in your browser. No download, no installer, no account needed. NOOTBEEECH built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dropfall yet. Play it, then tell NOOTBEEECH what you would add next.
Dropfall was built by NOOTBEEECH 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 Dropfall 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 polished 2D portrait-friendly arcade pachinko/plinko game titled “Dropfall.” Use a static, centered canvas playfield on a very dark navy background with a subtle radial blue glow near the top. The game should fit a desktop/mobile viewport (roughly 900px maximum width) and resize responsively. At the top-left display the uppercase brand “DROPFALL.” At the top-right show two dark translucent rounded statistic pills: SCORE, initially 0, and BALLS, initially 10. Centered below the top bar show the status text “Tap the board to drop a ball.” Near the bottom, show the hint “Aim with your tap • land in the bright slots for bigger payouts,” followed by two rounded buttons: a bright cyan gradient “DROP BALL” button and a dark secondary “RESET” button. The main board is a large rounded-rectangle chamber centered horizontally, beginning around 15% down the viewport. On desktop it should be up to about 650px wide; leave narrower side margins on mobile. Its height should fill most of the space while leaving room for the hint and controls. Give it a dark blue vertical gradient, from approximately #182950 at the top to #0c1530 at the bottom, a thin pale-blue translucent outline, and a soft radial blue glow. Add faint dashed vertical guide lines corresponding to the nine bottom columns. Inside the board, arrange ten horizontal rows of small glowing circular pegs. Rows alternate between 8 and 9 pegs, creating a staggered triangular/plinko layout. Use approximately 10 rows, evenly spaced vertically, with the pegs spanning most of the board width. Each peg is a small cyan-white orb with a radial highlight (white center/highlight fading through pale blue to darker blue edge), plus a subtle glow. When struck, briefly brighten the peg and add a very subtle board/camera shake and pulse. At the bottom of the board, reserve a row of nine rounded payout slots. Each slot is separated by thin vertical dividers and has a translucent colored fill that becomes brighter when it receives a ball. From left to right label them exactly: 1×, 2×, 3×, 5×, 8×, 5×, 3×, 2×, 1×. Use a cool arcade palette, with blue outer slots, purple/pink for 2× and 3×, yellow/olive for 5×, and a stronger blue/cyan center 8× slot. The slot labels should be bold and centered near the bottom. Core gameplay: the player aims by tapping/clicking somewhere across the board. A tap spawns one luminous ball at the tapped horizontal position, clamped slightly inside the board edges, just above the first peg row. The DROP BALL button spawns a ball from the board center; pressing the spacebar does the same. A maximum of 10 balls are available per round, and each spawn decrements BALLS immediately. Disable/fade the drop button when no balls remain. If the player tries to drop with no balls left, show “No balls left — reset to play again.” The RESET button (or keyboard R) restores score to 0, balls to 10, clears active balls, and restores the message “Tap the board to drop a ball.” Simulate the ball falling under gravity through the peg field. The ball is a bright cyan-white glowing orb, about 8–9px radius, with a short fading trail. It should have slight initial random horizontal velocity, gravity, mild horizontal damping, and bounce realistically off the circular pegs. On collision, resolve the overlap, reflect the velocity along the collision normal with a lively bounce, add a small random horizontal deflection, briefly glow the peg, and apply a tiny screen shake. Keep the ball inside the board with damped bounces against the left and right interior walls. Multiple balls may be active simultaneously. When a ball reaches the bottom slot area, determine the slot from its x-coordinate, award 10 points multiplied by that slot’s multiplier (so the center 8× slot awards 80 points and outer 1× slots award 10), flash the receiving slot brighter, remove the ball, update SCORE, and set a message such as “+40 points — 5× slot.” Balls should also be cleaned up if they somehow remain active too long. Keep the presentation focused and uncluttered: no enemies, levels, lives, timer, sound requirements, or additional game modes. Use smooth requestAnimationFrame-style animation, rounded UI, soft shadows/glows, dark sci-fi arcade styling, and responsive sizing matching the shown screenshot.