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Arcade › Mini Golf Mayhem
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Albert Brownlee built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mini Golf Mayhem yet. Play it, then tell Albert Brownlee what you would add next.
Mini Golf Mayhem was built by Albert Brownlee 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 Mayhem 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, mobile-friendly 2D top-down mini-golf game titled "Mini Golf Mayhem". Use a dark navy full-screen background and a centered play area that scales to the viewport (logical course coordinate system 900x620). Render a rounded rectangular green course from approximately x=35,y=72,width=830,height=490, with a thick dark teal border and subtle alternating horizontal lighter/darker grass stripes. The ball starts as a white ball with a small gray outline and soft shadow at x=92,y=310 on the left side. The target hole is at x=805,y=310 on the right: a dark circular cup with a yellow flagpole and triangular yellow flag. Keep the clean, colorful, flat/vector visual style shown: rounded shapes, bright hazard colors, dark navy UI panels, yellow accent buttons, and small particle effects. Core interaction: the player aims and shoots by pointer/touch dragging from the ball outward in the opposite direction of the intended shot, then releasing. While dragging, show a dashed white aim line from the ball in the launch direction and a horizontal power meter below the ball, with yellow background and a red fill proportional to drag length. Clamp drag power to 15-170 logical pixels; launch speed is 0.13 times the clamped drag length. Ignore tiny drags under 12 pixels. The ball can only be shot when it is nearly stopped (speed <= 8), and cannot be shot after completing a hole. Apply friction every frame; normal grass uses strong damping, while ice greatly reduces damping. Stop the ball fully below a low speed threshold. Keep the ball within the course limits. Add a fading white trail behind moving balls and colored burst particles on impacts/hazards/teleports. The game contains 50 sequential levels, with stroke count reset at each level and a persistent best score showing the minimum strokes achieved during the session. Each level's obstacle layout is selected by level modulo 10, with extra randomly seeded decorative yellow bumpers added on later levels. Use these exact repeating layouts (coordinates are in the 900x620 logical course): - Type 1 (levels where n%10===1): a cyan water rectangle x=250,y=270,w=180,h=80 with a brown bridge x=315,y=260,w=50,h=100 over it; purple wall x=520,y=150,w=20,h=150 and another x=650,y=320,w=20,h=150. - Type 2: a rotating pink/red spinner centered at (430,310), radius 70, plus purple walls x=650,y=160,w=22,h=180 and x=650,y=360,w=22,h=110. - Type 3: tan sand areas x=240,y=130,w=210,h=110 and x=500,y=380,w=220,h=100, plus yellow bumpers at (520,170) radius 24 and (710,285) radius 24. - Type 4: paired purple portals at (250,180) and (650,440), radius 24, plus walls x=390,y=120,w=22,h=300 and x=510,y=200,w=22,h=300. Entering one portal instantly teleports the ball to its matching portal and emits purple particles/message. - Type 5: red/orange lava rectangle x=300,y=245,w=300,h=130 with a brown bridge x=430,y=235,w=60,h=150, plus walls x=680,y=120,w=22,h=170 and x=680,y=340,w=22,h=170. - Type 6: two moving orange gates: x=360,y=180,w=24,h=160 and x=560,y=280,w=24,h=160; each oscillates vertically by about 65 pixels using a sine wave, with different phases. Add a yellow bumper at (450,480), radius 28. - Type 7: a red horseshoe-style magnet centered at (430,310), radius 42, that pulls the ball toward it when within 180 pixels (but not within 20); add four walls forming a corridor: x=260,y=145,w=22,h=160, x=260,y=355,w=22,h=160, x=610,y=145,w=22,h=160, x=610,y=355,w=22,h=160. - Type 8: two pale cyan ice rectangles x=250,y=130,w=430,h=110 and x=250,y=380,w=430,h=110, with a yellow bumper at (450,310), radius 26 and wall x=740,y=210,w=22,h=210. Balls on ice slide much farther. - Type 9: walls x=260,y=150,w=22,h=320, x=470,y=150,w=22,h=180, x=470,y=390,w=22,h=80; a rotating spinner centered at (640,310), radius 62; and paired portals at (350,520), radius 22, using the portal pairing id distinct from other layouts. - Type 0 (levels 10,20,...): walls x=300,y=180,w=22,h=260 and x=560,y=180,w=22,h=260, with bumpers at (430,150) and (430,470), radius 25. Walls and gates are rounded purple/orange rectangles and bounce the ball with damped reflection. Yellow bumpers are concentric circles and reflect/reinforce ball velocity. Spinners are rotating line segments with a white center and collide as moving bars. Bridges are brown rounded rectangles with yellow cross-planks and should allow the ball to cross the associated water/lava area. Water and lava hazards reset the ball to the start position with zero velocity and show a message (water: "Water hazard — try again!"; lava: "Splash! Lava sends you back!") plus cyan/pink particles. Sand slows the ball. The hole accepts the ball when it overlaps the cup while moving slowly enough; then finish the level. HUD: overlay the course with a top-left dark translucent rounded panel reading "⛳ Mini Golf Mayhem" in bold pale yellow, and top-right panel showing "Level [number]/50", "Strokes [count]", and "Best [score or —]". At bottom-left show the dark translucent instruction panel: "Drag from the ball to aim and set power. Release to putt. Avoid the hazards!" At bottom-right show a large pale-yellow rounded "Reset hole" button with a darker pressed/shadow edge. Reset reconstructs the current layout and resets strokes. Show temporary centered dark messages such as "Big putt!", "Soft touch", and "Portal hop!". Before play, show a dark translucent modal over the course with a radial cyan-tinted glow, large yellow title "Mini Golf Mayhem", text "50 tiny courses. Windmills, bumpers, portals, ice, lava, magnets, moving gates, and a few surprises.", pill labels "drag to aim", "release to shoot", and "mobile friendly", and a yellow "Tee off" button. On completion, show a centered dark modal with a result title based on stroke count (excellent wording for <=3, positive wording for <=5, otherwise "Course complete!"), text stating the cleared level and stroke count, and a button labeled "Next level". For levels 1-49 it advances one level; after level 50 the button says "Replay from level 1" and restarts level 1. Completing level 50 should explicitly say all 50 levels were conquered. Make all pointer controls work equally with touch and mouse, preserve the polished responsive UI and avoid adding unshown gameplay systems.