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Arcade › Palm Panic
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Chelsey built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Palm Panic yet. Play it, then tell Chelsey what you would add next.
Palm Panic was built by Chelsey 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 Palm Panic 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.
Recreate a fast arcade game titled “Palm Panic” as a browser-based Three.js 3D scene. Use a fixed elevated perspective camera looking down at a circular turquoise tabletop arena: a thick low cylindrical turquoise platform with a large white rounded torus rim around its top, against a black/dark background with soft fog. Add bright toy-like materials, ambient hemisphere lighting, a directional white light from above/right, soft shadows, and a clean colorful low-poly/cartoon look. The game is a 30-second slapping challenge. At the beginning and during play, maintain several targets on the arena (start with 4, then keep spawning up to 9 as the round progresses). Targets appear at random positions within roughly the arena radius, pop in by scaling from zero, gently bob up and down, slowly rotate, and disappear after about 1.45–2.6 seconds with a scale-down animation. Most are happy yellow-gold circular discs: short cylinders with a simple dark smiling face on their top surface. About 24% are red bomb discs with a dark straight/unhappy mouth and eyes. The player must move a large cartoon hand/palm paddle over the tabletop with the mouse or touch, then click, tap, or press Space to slap. Convert pointer screen coordinates to a point on the tabletop plane and smoothly follow that point with the hand. The hand is a blocky toy-like model made from a peach skin-colored rectangular palm, four lighter peach rectangular fingers, and an angled thumb; it floats above the table and casts a soft circular shadow. On slap, lower the hand toward the table, squash/stretch it visibly for a brief animation, and enforce a 0.22-second slap cooldown. A slap hits every unhit target within approximately 1.1 world units of the pointer/hand target point. Scoring and rules: hitting a happy target adds 10 points plus a combo bonus of 2 points per combo level, capped at an additional 20; it adds 0.45 seconds to the timer, capped at 30 seconds, and increases combo if the previous good hit was within 0.9 seconds, otherwise starts combo at 1. Hitting a red bomb resets combo and subtracts 2.4 seconds. Slapping empty space resets combo. Targets that expire also reset combo. Successful and bad hits should create a brief expanding white/gold or red ring sparkle at the target location. Optionally provide light synthesized slap/hit sounds: a low percussive sound on slaps, a brighter note on good hits, and a lower warning sound for bombs, initialized after user interaction. Show a HUD overlay at the upper left in large white text with the title “Palm Panic”, and a status line reading “Score: [number] Time: [one decimal] Combo: [number] Best: [number]”; highlight the changing numeric values in yellow/gold. Under it show the instruction text: “Move with mouse or touch — click, tap, or press Space to slap. Avoid red bombs.” The best score persists between rounds using browser local storage. When the timer reaches zero, stop spawning targets, mark the game over, save/update the best score, and display a centered/visible overlay message with “Time!”, “Your score: [score]”, “Best score: [best]”, and “Press R to play again”. Pressing R after game over resets score/combo/timer to a fresh 30-second round, removes remaining targets, and creates four new targets. Keep the scene interactive and responsive to window resizing. Do not add extra weapons, levels, enemies, powerups, lives, or gameplay systems beyond these described mechanics.