Arcade › EXPLOSIVE BOMBS
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EXPLOSIVE BOMBS was built by shanoda sameh 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 EXPLOSIVE BOMBS 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 first-person 3D physics-first destruction sandbox titled “EXPLOSIVE BOMBS.” Use Three.js-style real-time rendering with a dark navy background, fog, soft shadows, ACES-like cinematic tone mapping, directional sunlight, cool fill light, and a clean game UI with translucent dark panels, thin blue-gray borders, rounded corners, orange gradients, gold accents, and white text. Begin on a centered main-menu card over a dark radial-gradient screen. Show the gold kicker “A PHYSICS-FIRST DESTRUCTION SANDBOX,” the large orange-to-white title “EXPLOSIVE BOMBS,” the Arabic subtitle “قنابل متفجرة,” descriptive text about entering original environments, placing fictional explosives, and causing chain reactions of debris, dust, sparks, and structural failure, plus PLAY and MAPS buttons. Include the small control hint: PC WASD, mouse, Space jump, Shift run, E interact, 1–6 quick select; mobile joystick, drag look, and touch buttons. The game itself is first-person: render a perspective camera with a centered white crosshair, visible simple first-person arms/hands and a dark grip near the bottom center, and let the player move around the environment, jump, look around, and throw/place bombs. Start with 250 currency, 100 health, zero destruction score, and an inventory of free explosives: 12 standard bombs, 8 fast bombs, 7 sticky bombs, 6 incendiaries, 5 shock bombs, and 5 rocket projectiles. The player fires a bomb from the camera toward the crosshair. Give bombs physical velocity, gravity, bounce/ground damping, fuse timers, and colored glowing spherical visuals. When the fuse expires, create a rapidly expanding translucent spherical explosion, a brief colored point-light flash, and apply radial damage/force to destructible objects within that bomb’s blast radius. Damaged objects should visibly move and rotate; objects whose integrity reaches zero disappear and spawn multiple small box-shaped debris fragments with randomized scale, velocity, spin, gravity, bouncing, friction, and short lifetimes. Award destruction score and currency based on destroyed objects and bomb power, and display a “CHAIN REACTION” toast when several objects are destroyed. Do not add weapons, enemies, shooting combat, or features not described here. Provide two selectable maps. MAP 1, “EMBER FAIR,” is an abandoned amusement-park-like environment with a dark ground plane, rows of destructible low-rise building/house forms in the distance, red/yellow/green stalls or shops, fences, scattered red vehicles, trees with red trunks and green crowns, yellow ride poles with red hubs, and small signs. Use fog and a blue-gray nighttime/early-evening palette with bright warm accents. The mission HUD reads “MISSION 01 · PARK BREAKER” and “Destroy 20 objects and trigger a chain reaction.” MAP 2, “VERDANT DISTRICT,” is a dense original city made from destructible office/apartment blocks of varying width and height, with roads/avenues, scattered trees, red vehicles, and repeated street signs; use a dark urban palette and fog. Its mission HUD reads “MISSION 02 · BLOCK PARTY” and “Reach 1,500 destruction score across the district.” Buildings should be assembled from individual destructible wall blocks, glass window pieces, and a roof so explosions can break parts independently. Trees, vehicles, ride parts, stalls, fences, signs, and building pieces are destructible environment objects. Keep non-destructible ground and road surfaces. Use these bomb types and exact gameplay properties: STANDARD BOMB, free, dark blue, 1.1-second fuse, 5m radius, power 55, balanced blast; FAST BOMB, free, yellow, 0.45-second fuse, 4m radius, power 45, instant fuse; STICKY BOMB, free, green, 2.2-second fuse, 5m radius, power 70, sticks to surfaces in its presentation; INCENDIARY, free, orange-red, 1.4-second fuse, 4.5m radius, power 48, burning aftermath presentation; SHOCK BOMB, free, pale blue, 1-second fuse, 7m radius, power 38, wide shockwave; ROCKET PROJECTILE, free, pale gray, 0.8-second fuse, 6m radius, power 82, high velocity. Let the BOMBS button cycle through the six free bomb types, and let keyboard number keys 1–6 select them. Pressing E or the EQUIP / PLACE button consumes one from the selected inventory and launches it; if quantity is empty, show “NO QUANTITY — VISIT ARMORY.” Show an “ARMED” toast after launch. Include a GIANT BOMB ARMORY opened from the HUD. It is a modal dark panel with cards and purchase/equip buttons, using the player’s ◈ currency. Sell these exactly: SKYBREAKER, price 300, power 180, radius 12m, purple, massive area explosion; QUAKECORE, price 450, power 240, radius 15m, orange, structural collapse; VOID FLARE, price 600, power 210, radius 18m, blue, gravity implosion; GRAVITAS, price 800, power 300, radius 20m, pink-red, wide shockwave; SOLAR BURST, price 1000, power 380, radius 24m, pale yellow, chain-reaction supernova. Buying grants quantity 1 and equips it; already owned items show “OWNED / EQUIP.” The implementation can use the same radial destruction system while giving each item its distinct color, radius, power, and descriptive label. During play, show a HUD top-left panel with map name, HEALTH 100 and a horizontal orange/red-to-gold health meter, and DESTRUCTION score. Top-right show ◈ currency and a pause button. Below the top-left show the current mission panel. Center the white crosshair. Along the bottom show the selected bomb name and metadata in a panel with an orange left border, such as “FREE · QTY 12 · blast 5m” or “GIANT · 300 ◈ · QTY 1 · blast 12m.” Add BOMBS, ARMORY, and orange EQUIP / PLACE controls. Show temporary centered toast notifications. Include a pause modal with RESUME, RESET ENVIRONMENT, RESTART MISSION, and MAIN MENU. Reset/restart rebuilds the current map and resets score and health; quitting returns to the main menu. On small screens, show a translucent circular movement joystick at lower left and a jump touch button at lower right, while retaining touch-friendly HUD buttons. Keep the overall visual style as a polished dark sci-fi demolition sandbox with warm explosive accents, readable UI, destructible architecture, and satisfying expanding blast/debris feedback.