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Arcade › Explode Wall Simulator
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Iu Hi built it with Cinevva, so it works on a phone or a tablet too.
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Explode Wall Simulator was built by Iu Hi 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 Explode Wall Simulator 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.
Recreate a browser-based Three.js-style 3D sandbox game titled "Explode Wall Simulator." Show a tall breakable office-tower wall centered in a front-facing perspective camera, with a blue-to-pale sky gradient and light fog, a circular green ground lot, and a dark gray rectangular paved foundation/road slab beneath the tower. Build the tower from many separate individual rectangular blocks rather than one solid mesh: approximately 8 columns, 17 rows, and 4 depth layers, with small gaps between blocks, a broad building about 11–12 units wide and 14–15 units tall. Use alternating concrete-gray materials for interior and floor-band blocks, and cyan/blue emissive glass-like blocks around the outer shell and non-floor façade bands. Add a low heavy gray base, a small raised skirt, and a gray cap on top. Place four original floating cube-face mascots near the left and right sides of the tower at different heights; each should be a bright orange/yellow cube-like sign with a dark backing, two cyan glowing square eyes, and a cyan glowing rectangular mouth, gently bobbing and rotating. Use soft shadows, bright directional sunlight, ambient hemisphere lighting, and a clean low-poly/material-shaded look. The core interaction is demolition. Clicking or tapping a point on the visible tower detonates a blast at the raycast hit point; if no block is hit, project to a bounded wall plane and clamp the target to the tower area. The blast affects nearby individual blocks according to the selected charge profile, applying an outward impulse with some upward force plus randomized angular velocity, so blocks fly outward, spin, fall under gravity, bounce slightly on the ground, slow with drag, and eventually settle. After blasts, repeatedly scan structural support row by row: upper blocks whose supports are missing, too sparse, or badly offset become active and tip/fall in a cascading collapse. Keep blocks as separate meshes with home positions, row/depth metadata, velocity, angular velocity, active state, gravity, ground collision, world bounds, and spin. Each blast briefly creates an expanding colored ring/shockwave facing the camera and plays a short synthesized low boom/thump sound. Also show a small colored ring/decal on the ground at the latest blast location. Provide three selectable charges in the HUD: Small (radius about 2.2, force 11, precise yellow-orange effect), Medium (radius about 3.4, force 16, orange effect), and Huge (radius about 4.9, force 22, dark red/orange effect, chaotic and capable of broad collapse). Start with Medium selected. A click/tap detonates; dragging on the 3D scene instead orbits the camera horizontally and vertically, with yaw and pitch clamped, preserving the distinction between a short click and a drag. The camera should orbit around the tower at roughly 19.5-unit radius and look around its upper-middle height; reset returns to the default front view. Buttons must not trigger blasts. Overlay a responsive dark translucent, blurred HUD panel near the top with the uppercase title "EXPLODE WALL SIMULATOR," a prominent instruction such as "Blast the office tower and watch bad supports fail," and live stats labeled BLASTS, LOOSE BLOCKS, and POWER. Display blast count, the percentage of blocks that have moved more than a small threshold or are active, and the current charge label. At the bottom, show a dark rounded control bar with Small, Medium, and Huge buttons, highlighting the selected charge in a vivid orange gradient, plus a separate Reset Wall button on the lower right. Include a centered thin white plus-shaped crosshair over the scene. Include a rounded hint panel above the controls explaining that support failure is live and that blasting one side can make upper floors tip, peel, and fall. Reset must rebuild every block to its home position, clear motion, shockwaves, blast count, loose percentage, decal, and restore the default camera. Make the interface touch-friendly and support pointer input on desktop and mobile.