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Arcade › Laser Putt 100
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Laser Putt 100 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 Laser Putt 100 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 2D top-down arcade mini-golf game titled “Laser Putt 100.” The playfield should fill the browser viewport inside a centered dark frame, with a green golf-course background and a straight-ahead course: the tee/ball starts near the bottom and the flag hole is near the top. There are 100 procedurally generated levels, advancing one at a time. Core gameplay: show a white golf ball with a small gray highlight. The player aims by pressing/touching near the ball, dragging backward away from the intended shot direction, and releasing. Draw a yellow aiming line while dragging, plus a percentage power label; clamp shot pull distance to 180 pixels and only launch if the pull exceeds 8 pixels. Launch velocity is the opposite of the drag vector, scaled by 2.7. Count each putt as a stroke and display the stroke count. Apply continuous friction so the ball gradually slows, leave a short fading white trail, and prevent shooting while the ball is moving quickly. The ball bounces off the inside course boundaries and horizontal obstacle walls with reduced velocity. The goal on each level is to get the ball into the circular hole near the upper part of the course. The hole should be drawn as a white ring with a dark center and a yellow flag pole and triangular flag. A putt counts as successful when the ball reaches the hole while traveling below the specified high-speed threshold; stop the ball and show a centered overlay saying “Hole complete!” and “Nice putt — ready for the next challenge?” with a yellow “Next level” button. On level 100 instead say “Course complete!” and “You cleared all 100 levels!” with a “Play again” button. Track a best score using the game’s stroke result behavior and show it in the HUD. Each level should be deterministically generated from its level number. Place the start and hole around the vertical centerline with modest random horizontal offsets. Use one rectangular blue lake on most levels, and two on every fourth level. Lakes should have bright cyan borders, the label “LAKE,” and a green rectangular opening/gap in the water that the ball must pass through. If the moving ball overlaps lake water outside the gap, end the attempt with a centered “Splash!” overlay, the text “The ball fell into the lake.”, a “Try again” button, and a small hint such as “Aim through the opening in the water.” Add 2 plus the level-number remainder behavior horizontal tan/gold barrier walls (the original uses 2 + level modulo 5), decorated with small light stripes. Add one rotating laser robot initially, increasing by one for each 25-level group. Each robot is a small dark gray rectangular bot with a pale base, red glowing eye, “BOT” label, and a red laser beam rotating around it. If the ball intersects the robot’s active laser direction/range, show a centered “ZAP!” overlay with “The robot laser got your ball.”, a “Try again” button, and a hint to watch and time the shot. The robot body stays in place while its red beam rotates. Use a dark green playfield (#1e6b4d-like) with subtle horizontal lighter-green mowing/course lines. Draw a thick tan outer course border inset from the edges, with a thin pale inner outline, and subtle dashed perspective guide lines converging toward the top to reinforce the straight course. Lakes are saturated medium blue with cyan outlines and green openings; barriers are warm tan with pale dash decorations; the laser is hot pink/red with a translucent glow. Keep the visual style clean, flat, colorful, and minimalist using Canvas 2D shapes and system fonts. HUD: overlay the canvas with a translucent near-black rounded panel at the upper left containing “LASER PUTT” and a gold “100.” Beneath/along the top area, show the instruction “STRAIGHT COURSE • DRAG BACK, THEN RELEASE” in small mint text. At upper right show a translucent rounded panel with “LEVEL n/100,” “STROKES n,” and “BEST n.” At the bottom center show a rounded translucent instruction panel reading “Drag back from the ball, then release to putt. Avoid the lake and the robot’s laser!” Make HUD text responsive for smaller screens. Use pointer/touch input on the canvas with touch-action disabled, and support R to restart the current level and Enter to activate the result overlay button. Use deterministic level layouts so replaying a level gives the same obstacles.