Appearance
Arcade › Greenline Golf
Click the game above and it runs right here in your browser. No download, no installer, no account needed. j4mes.sam built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Greenline Golf yet. Play it, then tell j4mes.sam what you would add next.
Greenline Golf was built by j4mes.sam 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 Greenline Golf 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 responsive browser game titled “Greenline Golf,” a top-down 2D mini-golf game played on a square canvas. Keep the camera fixed overhead and center a square course that scales to about 92% of the viewport width and 78% of its height, with extra room for the HUD. Use a dark forest-green full-screen background. Draw the course as a layered square: dark green outer surround, a slightly lighter green border, and a bright muted grass-green playable interior with subtle diagonal pale mowing stripes. The player controls a small white golf ball with a soft dark oval shadow. Each hole has a dark circular cup outlined in pale cream, with a thin flagpole and a small coral-red triangular flag. Courses are enclosed by thick orange-brown wooden walls, with a lighter orange highlight along their top edges. The ball starts at a specified location and the cup is at another location. Include internal rectangular wooden barriers that block and bounce the ball. Ball physics should visibly roll after a shot, gradually slow down, bounce off the outer boundary and internal barriers, and stop when its speed is low. A shot is made by pressing/touching near the ball, dragging away from it to choose direction and power, and releasing: the ball launches opposite the drag direction. Limit the drag power, and show a dashed pale-yellow aiming line extending from the ball in the launch direction plus a small horizontal power meter below the ball while dragging. Support mouse, touch, and pointer input; do not allow another shot while the ball is rolling. Build a 43-hole progression. Hole 1 is par 3 with a maximum of 6 throws: start around the lower-left interior, cup around the upper-right, outer walls, one vertical barrier near the upper-left/middle, one vertical barrier toward the lower-right/middle, one horizontal barrier across the left-middle, and two red circular bumpers. Hole 2 is par 4 with a maximum of 7 throws, start toward the upper-left and cup toward the lower-right, with internal walls and sand zones. Hole 3 is par 3 with a maximum of 6 throws, start lower-left and cup upper-right, with multiple internal barriers and red bumpers. Generate the remaining holes with deterministic varied layouts: 2–4 internal horizontal or vertical walls, varying starts/cups, and one obstacle category based on the hole number: red circular bumpers, tan sand rectangles, blue water/lake rectangles, or gray shooting robots. Later holes use par 3 or 4 and maximum throws of 6–8 according to the progression. Keep layouts inside the course and make the visual style consistent. Sand is shown as translucent tan rectangles with a subtle light outline and slows the ball substantially while it crosses the area. Lakes are blue rectangles with short pale wave marks; entering one immediately resets the current hole and displays “Splash! The ball returns to the start.” Bumpers are red circles with pale outlines and deflect the ball. Robot holes contain small blocky gray robots with lighter heads, red eyes, dark stick legs/arm, and they periodically fire small yellow projectiles toward the ball when it is nearby; a hit resets the hole and shows “The robot hit your ball — back to the start.” The cup should accept the ball when it reaches the cup at a sufficiently low/moderate speed, then center the ball in the cup, stop it, count the hole’s throws into the total, show a brief success message (“Nice putt!” when at or under par, otherwise “Hole complete”), and automatically advance to the next hole after a short delay. If the player uses all allowed throws without sinking the ball, stop play, show “No throws left — tap Restart,” and display a Restart action. Completing hole 43 shows “Round complete · [total] throws” and leaves a Restart action. Add a fixed, translucent dark rounded HUD pill at the top center. It must show the GREENLINE brand in pale yellow, current hole as “HOLE n/43,” current throws as “THROWS n/max,” current PAR, plus Levels and contextual Restart buttons. Put a small instruction at the bottom center: “Drag from the ball to aim and set power · Release to swing.” Show large temporary status messages around the upper portion of the course. On startup, show a full-screen dark translucent/blurred level-selection menu with the heading GREENLINE, “Choose a level to play,” and a responsive grid of 43 numbered level buttons. Only level 1 is initially unlocked; finishing a hole unlocks the next level, and persist the highest unlocked level in local storage. Locked buttons are dark green with a lock icon and cannot be selected; the current level has a pale outline. The menu also says “Locked levels unlock when you finish the previous hole.” The Levels button returns to this menu. Include keyboard R as another way to restart the current hole. Use clean flat vector/canvas artwork, restrained green/orange/yellow/coral/blue colors, crisp shapes, and no 3D perspective or decorative features beyond those described.