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Jelly Bloom

  • 2d
  • arcade
  • physics
  • puzzle
  • mobile
  • drag-and-launch
  • cute
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mansour built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Jelly Bloom yet. Play it, then tell Mansour what you would add next.

Make your own game

Jelly Bloom was built by Mansour 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 Jelly Bloom 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.

Read the build brief for Jelly Bloom

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 mobile-friendly 2D arcade physics game titled “Jelly Bloom,” rendered on a full-screen HTML canvas with a clean, colorful, soft-gradient aesthetic. The game is played inside a tall transparent glass jar outline centered on the screen. Use a dark vertical gradient background that changes by level (deep navy, purple, teal, indigo, magenta, or cyan combinations), with a few subtle glowing specks/stars. The jar is a translucent rectangular play area with a thin white border and rounded visual styling; its dimensions should be about 78% of the viewport width, capped around 370px, and about 66% of the viewport height, capped around 520px.

The player is a glossy, squishy, round jelly creature near the bottom of the jar. It has a colored fill, darker outline, a small white shine highlight, and a cute dark face. The default character is Bubble in mint green, with the face “•ᴗ•”; while being aimed it squints, while flying it shows a small open “◦ᴗ◦” expression, and on victory it displays a heart. The jelly visibly stretches/ellipses according to vertical velocity. The core mechanic is drag-and-release launching: press/touch near the jelly, drag in the direction opposite the desired launch, show a line from the jelly to the pointer plus a dotted/particle trajectory, then release to fling the jelly in the reverse direction. Launch speed is based on drag distance, capped by the implementation, with both horizontal and vertical velocity. Support pointer/touch input and prevent page scrolling.

Apply gravity to the flying jelly (normally about 620 px/s²; increase to 720 after level 49 and 820 after level 79). Apply light air damping. The objective is to bounce and launch upward through the jar and escape above its top edge. When the jelly rises above the jar’s top by about 20 pixels, complete the level. The bottom acts as a soft bounce surface: the jelly rebounds, but if its vertical speed becomes low it settles into an idle state. The jar’s side walls also bounce the jelly inward. Draw several horizontal white platforms across the jar at varying heights. Each platform is split into two white segments with a central gap, and the jelly can land on the segments from above, bouncing upward with reduced speed. Platform placement is deterministic per level, with 2–5 platforms and gaps that become narrower as levels progress. On levels divisible by four and on levels above 50, platform gaps/positions move subtly side-to-side. Platforms must collide only when the jelly is descending and overlapping their vertical surface.

Some levels contain floating white circular bonus orbs outlined in gold/yellow, each marked with a purple sparkle/star symbol. They gently oscillate vertically. If the jelly touches an orb, bounce/deflect it away and create a small white particle impact burst. Orb counts increase at later levels, with special orb-heavy behavior on every tenth level. Use small white particles for impacts, wall hits, landings, and victory fireworks, with gravity on the particles and fading lifetimes. Add simple synthesized triangle-wave sound effects for launch/pickup, impacts, and victory, plus a sound toggle.

Build 100 progressively generated levels. Persist progress in local storage: current level, highest cleared level, star total, selected character, and muted state. Start at level 1 and display progress as “0 / 100 levels” on the menu. Completing a normal level awards 1 star; completing a level divisible by 10 awards 3 stars. After a successful level, show a short victory particle burst, then advance automatically. At levels 10, 20, 30, etc., pause advancement with a dark unlock modal announcing “NEW JELLY UNLOCKED,” displaying the new jelly’s gradient blob, name, power label, description that a new jelly is ready for the next 10 levels, and a button labeled “PLAY WITH THIS JELLY.” Include these ten jelly variants with the shown colors/power text: Bubble (mint green, “Balanced bounce”), Peach Puff (pink, “Soft landing”), Mocha Mallow (brown, “Heavy hitter”), Berry Comet (purple, “Fast launch”), Lemon Zip (yellow, “Spark jump”), Mint Sprout (turquoise, “Wind rider”), Ghost Puff (near-white/gray, “Floaty”), Galaxy Gloop (indigo, “Orbit drift”), Cocoa Curls (orange, “Big squash”), and Diamond Bloom (pale cyan, “Lucky sparkle”). The selected character changes the jelly’s fill and outline. Berry Comet gets a 1.12 launch multiplier; Ghost Puff gets reduced gravity. Keep the character selection progression tied to each ten-level unlock, as in the original.

The initial screen is a centered white/off-white rounded card over a dark purple-blue radial/linear gradient backdrop. It contains a glossy pink-red round jelly illustration with a cute face, the large gradient title “Jelly Bloom,” the tagline “Stretch. Bounce. Escape.”, a prominent pink-to-purple gradient “START GAME” button, and small progress text. The gameplay HUD is initially hidden on the menu, then appears at the top as translucent glassy chips: “LEVEL n” on the left; on the right the current jelly name in uppercase, a star counter such as “★ 0,” a music-note sound button, and a reset button with a circular arrow. Use bold rounded system typography, large rounded corners, shadows, backdrop blur, and responsive sizing for mobile. Include a reset control that returns the jelly to the bottom idle position and a sound toggle that changes between a music note and muted speaker. Do not add enemies, timers, lives, weapons, or other mechanics not described above.

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