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Mini Golf Impossible

  • 3d
  • mini-golf
  • arcade
  • puzzle
  • mobile
  • casual
0
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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. Amit built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Mini Golf Impossible was built by Amit 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 Mini Golf Impossible 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 Mini Golf Impossible

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 3D mini-golf game titled “Mini Golf Impossible.” Use a cheerful toy-like low-poly style with soft shadows, rounded UI, and a warm pastel presentation. The gameplay camera is a fixed elevated perspective looking down at the entire rectangular course, with a slight angle so the green tiles, wooden rails, obstacles, ball, hole, and flag are visible. Use a grassy green circular ground/background, a blue-to-peach sky gradient with warm fog, bright sun lighting, and Kenney-style miniature golf pieces where available: a red golf ball, round hole with red flag, wooden block tiles/rails, windmill and castle decorations around the course, plus a small blue decorative flag.

Core gameplay: each hole is a grid-based course made of approximately 1x1 tiles. The player controls a small red golf ball and must sink it into the hole using as few strokes as possible. At the start of a shot, drag backward from anywhere on the screen and release: the opposite direction determines the shot direction, and drag distance determines power. Show a white dotted ghost trajectory while aiming, including predicted rail, bumper, ramp, gate, and portal interactions, and show a pulsing ring beneath the ball. Display a horizontal power bar near the bottom while dragging, colored from green through yellow to red. A short drag produces a gentle putt; the shot speed ranges from a low minimum to a capped maximum. The ball rolls with friction, responds to gravity on ramps, bounces off perimeter rails and block walls, and visibly rotates while moving. When it stops, return to aiming mode. Also support keyboard controls: arrow keys or WASD adjust aim and power, and Space/Enter shoots; initially aim keyboard shots toward the hole.

Course rules and obstacles: perimeter wooden rails surround every grid course. “#” cells are raised wooden block obstacles/walls. “~” cells are blue water; if the ball falls into water, play a splash effect and sound, hide the ball briefly, add exactly one penalty stroke, and reset it to the position before the shot. “z” cells are sand and noticeably slow the ball. “O” cells are red cylindrical bumpers with cream-colored tops; collisions kick the ball back harder, pulse/scale the bumper, shake the camera, and emit colorful particles. Directional ramp cells (^, v, <, >) are raised wooden/green sloped tiles with a white arrow; they launch the ball over gaps/water when hit with enough speed and let it land with a small bounce. Moving orange gates are rectangular bars that slide back and forth sinusoidally across specified passages; they collide with the ball and must be timed. Portal pairs are glowing floor rings/discs: P/p are purple and Q/q are cyan. Entering one instantly teleports the ball to its matching pair while retaining its speed, with particles and a portal sound.

Include these ten selectable holes, with the listed name, par, hint, and exact row maps. Rows run top to bottom; dots are ordinary green floor, H is the hole, S is the start, ~ is water, # is a block wall, O is a bumper, z is sand, directional symbols are ramps, and matching upper/lowercase portal letters are paired portals:
1. “First Putt,” par 2, hint “Drag back and let go. The ghost line shows your path.” Map: ..... / ..H.. / ..... / ..... / ..... / ..... / ..S.. / ..... (9 rows total in the source; preserve the start and hole positions).
2. “Dogleg,” par 3, hint “Bank shots off the rails to get around corners.” Map: ...... / .H.... / ...... / ####.. / ...... / ...... / ..#### / ...... / ....S. / ...... .
3. “Bumper Alley,” par 3, hint “Red bumpers kick the ball back harder.” Map: ....... / ...H... / ....... / ..O.O.. / ....... / .O.O.O. / ....... / ..O.O.. / ....... / ...S... / ....... .
4. “Leap of Faith,” par 2, hint “Hit the ramp hard and straight to clear the water.” Map: ..... / ..H.. / ..... / ..... / ~~~~~ / ~~~~~ / ..^.. / ..... / ..... / ..S.. / ..... .
5. “Gatekeeper,” par 2, hint “Watch the gate. Time your shot for the gap.” Map: ....... / ...H... / ....... / ###.### / ....... / ....... / ....... / ....... / ...S... / ....... . Add one horizontal moving gate centered at column 3, row 4, length 1.3, oscillation amplitude 1.6 and speed 1.6.
6. “Warp Zone,” par 2, hint “No way through the wall... try the purple portal.” Map: ....... / .H...p. / ....... / ....... / ####### / ....... / .P..... / ....... / ....... / .....S. / ....... .
7. “Bumper Bridge,” par 3, hint “Stay on the bridge. Gentle shots win here.” Map: ....... / ...H... / ....... / ~~...~~ / ~~.O.~~ / ~~...~~ / ~~~.~~~ / ~~~.~~~ / ~~...~~ / ~~...~~ / ....... / ...S... / ....... .
8. “Twin Gates,” par 3, hint “Sand slows you down. Two gates, one ramp. Be patient.” Map: ....... / ...H... / ....... / zz...zz / ....... / ~~~~~~~ / ~~~~~~~ / ...^... / ....... / ....... / ...S... / ....... . Add horizontal gates: column 3 row 4 length 1.4, amplitude 2, speed 1.3; and column 3 row 9 length 1.2, amplitude 1.8, speed 1.9 with phase 1.5.
9. “Portal Maze,” par 4, hint “Purple leads to the middle. Cyan leads home.” Map: .H.#... / ...#.O. / ...#... / .q.#..Q / ####... / .O...p. / ####### / ....... / ..P..O. / ....... / ....S.. / ....... . Add one horizontal gate at column 3 row 5, length 1.0, amplitude 2.2, speed 1.2.
10. “Impossible,” par 4, hint “Everything at once. Ramp or portal, your call.” Map: ~.....~ / ~.zHz.~ / ~.....~ / ~~~.~~~ / ~~...~~ / ~~.O.~~ / ~~..p~~ / ~~~~~~~ / ~~~~~~~ / ...^..P / ....... / .O...O. / ....... / ...S... / ....... . Add horizontal gates at column 3 row 2 length 1.2 amplitude 1.8 speed 2.0, and column 3 row 10 length 1.4 amplitude 2.2 speed 1.4 phase 0.8.

UI and progression: begin with a centered cream rounded title card over the 3D background. Show a golf flag icon, large red/orange “Mini Golf Impossible” title with yellow shadow, subtitle “Ramps, bumpers, moving gates and portals. 10 holes. Can you par them all?”, green Play button, blue How to Play button, and small home/help buttons in the card corners. After Play, show a “Pick a Hole” level-selection card with a two-column grid of all ten holes. Each level displays its par, saved best score if any, and up to three gold stars. Persist best scores, total shot count, and mute state locally.

During play, show a top HUD with home, centered hole name, “Strokes N · Par N,” help, mute/music, and pause buttons. Show first-time hint “Drag back & release to shoot,” temporary dark toast tips, and pause/help overlays. The help screen explains drag shooting, the ghost line, bumpers, ramps/water penalties, moving gates, portals, star scoring, and keyboard controls. When the ball sinks, pull it into the hole, animate the flag, play a celebratory burst of multicolored particles, and show a results card with outcome label (Hole in One, Under Par, Par, Bogey, or Sunk it), gold/silver/bronze medal classification, 1–3 stars, stroke count, par, and best-score status, with Retry and Next buttons. Score three stars when strokes are at or below par, two when at most par+2, otherwise one. After the tenth hole, show a “MISSION COMPLETED” trophy screen stating that all 10 holes were conquered, total stars out of 30, best total strokes against course par, plus Play Again and Level Select.

Add responsive touch/mouse input, safe-area-friendly responsive layout, button press shadows, warm cream/orange card styling, and pleasant audio feedback: hit, wall, bumper, splash, portal, landing, sinking, star, win, click, looping background music, optional mute toggle, light vibration where supported, camera shake on strong impacts, and small colored particle bursts for shots, collisions, splashes, portals, landings, and sinking. Keep the game playable on both portrait mobile screens and desktop browsers; fit the full course in view when the window is resized.

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