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Arcade › Flop Lab
Click the game above and it runs right here in your browser. No download, no installer, no account needed. ma.buie25 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Flop Lab yet. Play it, then tell ma.buie25 what you would add next.
Flop Lab was built by ma.buie25 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 Flop Lab 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 Three.js browser game titled “Flop Lab,” an arcade downhill ragdoll runner viewed from a mostly side-on perspective. Show a bright blue gradient sky with light atmospheric fog, soft directional sunlight, shadows, and a long elevated gray/slate piecewise-linear downhill course extending left-to-right. Build the course from angled slab segments with chunky dark support blocks beneath them; the terrain starts nearly flat, then descends through irregular slopes and ends at a low ground area. Use a perspective camera that follows the ragdoll, keeping the character near the center while looking slightly ahead and above it. The player character is a floppy human-shaped physics dummy made from a custom Verlet ragdoll: 12 colored spherical joints connected by light gray cylindrical bones and flexible stick constraints. The joints should visibly include a white spherical head, cyan neck, blue chest, orange hip, pink elbows, magenta hands, orange knees, and yellow feet. The ragdoll begins upright near the left start of the course, but should flop, rotate, stretch within its constraints, bounce, and tumble as it moves. Simulate gravity, damping, terrain collision, friction, mild bounce, and several constraint-solving iterations each physics frame. Keep the character constrained to the course and reset it if it falls too far below the level. Core loop: the player must propel the ragdoll downhill from left to right, collect pink ring targets, and reach the green finish gate. Holding left or right (or A/D) repeatedly applies directional thrashing impulses to the chest, hip, alternating hand, and opposite foot; left pushes toward the left and right pushes toward the right, so the player must generally hold right to progress but can wriggle either direction. The run starts when a movement or kick input is pressed. Space or the on-screen KICK button applies a large forward-and-upward punt impulse to the chest, hip, both feet, and hands, with a short cooldown. Add cyan circular bounce pads on the course that launch individual ragdoll points upward when contacted and briefly compress/animate. Place seven glowing pink torus rings above different parts of the downhill track; make them gently pulse and rotate. A ring is collected when the chest or hip comes within roughly 1.6 world units, then it disappears and increments the target count. Place a green banner finish gate with two white poles near the end. Permit completion only after at least half the rings are collected, with a minimum of three; otherwise display a message telling the player to collect more rings. When the finish is reached successfully, show a green “FINISH REACHED” tag and award a completion score bonus, while allowing the player to continue tumbling. R or the RESET button restores the initial pose, position, targets, pads, score, and run state. Use a transparent dark glass-like HUD overlay fixed above the 3D scene. At the top, show the uppercase title “FLOP LAB,” the instruction text “Thrash the dummy downhill — arrows or A/D to wriggle, Space to punt, R to reset.”, and right-aligned stats for DISTANCE in meters, TARGETS as collected/total, and SCORE. Show a centered dark rounded message panel above the controls with contextual text such as “Press left, right, or kick to start the run. Then keep wriggling downhill.”, “Target smashed — keep going.”, “Big punt — keep wriggling to stay fast.”, and finish/insufficient-target messages. At the bottom provide large rounded buttons: LEFT with a left arrow, magenta/pink KICK, RIGHT with a right arrow, and RESET. On narrow mobile screens, arrange LEFT/KICK/RIGHT in one row and put RESET across the full width below them. Buttons must support pointer/touch hold behavior for movement and pointer press behavior for kick/reset, while keyboard controls work on desktop. Use a polished playful physics-lab aesthetic: slate course, vivid cyan/pink/orange/yellow ragdoll parts, pink collectibles, cyan pads, green finish banner, rounded dark blue HUD panels, and strong readable white typography. Score should reflect forward distance, award 250 points per collected ring, and award 1000 points upon successful completion.