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Arcade › Fairway Flick
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Fairway Flick was built 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 Fairway Flick 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 portrait-friendly 2D arcade mini-golf game titled “Fairway Flick.” Use a full-screen HTML canvas with a fixed, centered vertical course and a simple colorful vector/cartoon art style. The background fills the screen with the current theme’s sky color. In the center, draw a rounded-rectangle fairway: a dark theme-colored outer border/wall and an inset green playing area with subtle horizontal lighter-green stripe bands. The course should scale to the viewport: width about 230–310 pixels and height about 330–470 pixels, centered horizontally and slightly below center vertically. The goal is to putt a white or cosmetic-colored golf ball from near the bottom of the course into a cup near the top. The cup is a dark circular hole with concentric white/dark rings and a flagpole rising above it, ending in a small triangular theme-accent flag. The player aims by pressing/touching directly on the ball, dragging away from the intended shot direction, and releasing. Show a dashed pale-yellow aiming line extending from the ball in the opposite direction of the drag. Clamp the drag length to 130 pixels, show a bottom-center power meter while dragging, and fill it from green through yellow to red according to drag length. Convert the drag vector into ball velocity, count one stroke per valid shot, and apply strong friction so the ball slows and stops. Ignore very short drags. The ball should move with basic arcade physics, bounce off the inside course boundaries with reduced speed, and collide approximately with rectangular wall blocks placed as obstacles. Add procedural hazards as levels progress: sand patches that dampen the ball, blue circular water hazards that immediately reset/rebuild the current level with a “Splash! The lake sent the ball back. Try again!” style message, pink/red star-shaped spike hazards labeled “OUCH!” that also reset the level, and pale-blue rounded rectangular ice patches that slightly increase velocity. The ball enters the hole and completes the level only when it is within the hole radius and moving slowly enough; then stop it and show a completion overlay. Include a gray cartoon robot hazard somewhere on every generated course: rounded rectangular body, dark face panel, red eyes, antenna, and short legs. When the moving ball comes within roughly 105 pixels, the robot begins a six-second charge countdown displayed above it, with a charging hint. After the countdown, fire a brief red laser beam between robot and ball, causing a zap/reset failure if it hits, with an appropriate “Zap! The robot laser got the ball.” message. The course should be regenerated deterministically from the level number, with the ball and hole positions randomized within lower/upper portions and obstacle positions randomized away from the edges. Level 1 should be mostly open, while hazards and up to eight blocks are introduced gradually as level numbers increase: water after level 1, sand after level 2, spikes after level 3, and ice after level 5; obstacle count can increase up to eight at later levels. Use four repeating visual themes by level: Sunny Meadow (sky light blue, green fairway, dark green edge, green wall, coral accent), Candy Park (pink sky and purple accents), Snowy Hills (pale blue sky and cool blue edge/walls), and Volcano Valley (orange sky with dark red/brown edge and warm yellow accent). Keep the bright flat colors, rounded corners, minimal texture, and high-contrast playful presentation shown in the reference. HUD: At the top left, show a dark translucent rounded pill reading “⛳ FAIRWAY FLICK.” At the top right, show the theme name, level number, and “Strokes: 0” in another dark translucent pill. Near the bottom center, show a dark green rounded hint pill with instructions such as “Drag from the ball, then let go!” and update it for events like “Super putt!”, robot charging, splash, spikes, or laser. Put the power bar just above the hint. Add centered top action buttons for “Levels” and “Shop · [coin count] coins.” On startup, show a full-screen dark translucent menu overlay with a cream rounded panel, the title “Fairway Flick,” the instruction “Pick a level and putt the ball into the hole!”, and a five-column grid of 500 level buttons. Level 1 is unlocked initially; unlocked buttons are green with a golf flag and number, locked buttons are gray with a lock, and the current level has a highlighted outline. Completing the current frontier unlocks the next level. Selecting a level closes the menu and starts it. When a level is completed, award coins: 25 plus an additional 5 for each completed block of 25 levels, persist the coin balance, and show a cream completion overlay stating the level, stroke count, and coins earned, with “Next Level ▶” and “Level Menu” buttons. Implement a Ball Shop overlay opened by the Shop button. Show the coin balance and a grid of six ball skins: Classic (white, free), Sunny (yellow, 50 coins), Berry (pink, 100), Ocean (blue, 150), Mint (green, 200), and Space (purple, 300). Purchased skins persist and can be equipped; the selected skin has a highlighted outline and the shop labels it Equipped/Use it/price. The Space ball has a couple of tiny white star-like dots. Persist unlocked level, coins, owned skins, and selected skin using local storage. Disable gameplay input while menus or result overlays are open, and prevent shooting while the ball is still moving. Support mouse, touch, and pointer dragging with touch-action disabled on the canvas. Use bold sans-serif typography, cream panels, translucent dark-green pills, soft shadows, rounded buttons, and responsive sizing for mobile portrait screens.”,