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Arcade › Park Patrol Putt
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Park Patrol Putt was built by Fuq Fce 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 Park Patrol Putt 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 single-hole 3D mini-golf game titled “Park Patrol Putt.” Use a bright, stylized low-poly/toon aesthetic and a fixed elevated perspective looking down a long rectangular course, with a slight perspective angle from behind the ball. The scene should have a sky-blue background with light atmospheric fog, soft shadows, bright ambient hemisphere lighting, and a strong directional sun. Build the course as a long green rectangular putting surface, about 14 units wide and 22 units long, bordered on all four sides by thick dark teal raised rails. Add evenly spaced thin yellow horizontal stripes across the green as decorative lane markings. The ball starts near the near end at the center, and the target cup is at the far end at the center. Put a small green flag/flagstick at the hole. The camera should remain above the course and subtly track the ball horizontally while generally looking toward the middle of the hole. The player controls a white golf ball. On pointer/touch input, the player must press directly on the ball and drag away from it to choose the shot direction and power; release to putt. The shot direction is opposite the drag direction: dragging backward from the intended travel direction launches the ball forward. Clamp shot power from zero to full based on drag distance, with a maximum drag distance of roughly 4.5 world units. Give the ball physics-like movement with velocity, friction/deceleration, rail bounces, and stop it when it slows down. Do not allow another shot while the ball is moving or after the hole is complete. Show a temporary white aiming line from the ball in the intended direction during dragging. Populate the course with moving park-patrol obstacles that the ball must dodge. Use three chunky low-poly humanoid patrol characters, each made from simple capsule/sphere/cone shapes with visible head, body, hat, eyes, and a small badge: a brown bear-like patrol character toward the left side in the first half, a pink-coated character on the right in the middle/far half, and a green-uniform ranger toward the left in the far half. Make them continuously slide side-to-side across the course on distinct sinusoidal paths. Include two visible wooden/green mini-golf ramps across the lane—one large ramp in the upper first half and another smaller/high ramp in the middle—so they act as course scenery/obstacles. Include a bright pink/red horizontal moving gate/bar around the middle-right/center lane that oscillates left and right and collides with the ball. The ball should bounce off the raised side borders, patrol characters, and moving gate, with damped reflections. The ball wins when it reaches within about 0.7 units of the cup; snap it into the hole and stop movement. Use a HUD over the 3D view. At the upper left, show a dark translucent rounded panel with mint border containing bold white “PARK PATROL PUTT” and the yellow subtitle “Wacky Course 01 • Ranger Ridge.” At the upper right, show a matching panel with “STROKES,” a large numeric stroke count starting at 0, and “HOLE” with “1 / 1.” At the lower left, show a “SHOT POWER” label and a horizontal meter that fills during dragging with a mint-to-yellow-to-pink/red gradient, then resets after the shot. At the bottom center, show the instruction “Drag from the ball to aim • release to putt • dodge the moving park patrol.” Add a visible “RESET HOLE” button at the lower right that resets the ball to the starting point, clears velocity, resets strokes to zero, and hides the completion message. When the ball reaches the cup, display a centered dark translucent rounded completion panel reading “HOLE COMPLETE!” and underneath show the final stroke count, using singular “stroke” for one and plural “strokes” otherwise. Keep the game to exactly one hole, with no lives, timer, score beyond strokes, or additional levels. Make the interface responsive to window resizing and support both mouse and touch/pointer interaction.