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Pocket Bowl

  • 3d
  • arcade
  • bowling
  • sports
  • casual
  • physics
  • threejs
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. kyle elder built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pocket Bowl yet. Play it, then tell kyle elder what you would add next.

Make your own game

Pocket Bowl was built by kyle elder 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 Pocket Bowl 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 Pocket Bowl

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 browser-playable 3D arcade bowling game titled “Pocket Bowl.” Use a dark, polished Three.js-style presentation with a fixed responsive canvas and a compact HUD over the scene. The camera is a perspective, slightly elevated overhead-follow view looking down the length of one bowling lane from behind the ball; while aiming it shows the ball at the near approach, and while rolling it smoothly follows the ball toward the pins. The lane should be a long narrow rectangular wooden bowling lane with a visible glossy/oiled center surface, dark gutters on both sides, narrow side rails, a backstop/pin wall, side walls, ceiling, overhead rectangular lights, an overhead “POCKET BOWL” sign, a dark approach floor, and a simple ball return prop behind the starting ball. Add five small aiming arrows across the lane near the foul-line area.

The player bowls a blue glossy bowling ball, approximately spherical and visibly marbled by default, with a small “PB” marking/gloss accents. Place ten white bowling pins with red stripes in a standard triangular rack at the far end: four rows containing 1, 2, 3, and 4 pins. Give pins a recognizable lathed bowling-pin silhouette with a broad base, narrow waist/neck, rounded head, subtle scuffs, and simple arcade rigid-ish motion. On impact, the ball transfers momentum to pins; pins can wobble, tilt, slide, collide with each other, fall, and scatter into the gutters/back area. Use simple arcade physics rather than a full simulation: ball forward velocity, friction, lateral spin curve, ball-pin and pin-pin collisions, and a short settling period before counting fallen pins. Add a subtle camera-follow feel and impact audio feedback; visual camera shake is not required unless it can be kept subtle, since the implemented behavior primarily follows the ball.

Core play loop: aim, charge power, optionally apply spin, release to bowl, let the ball and pins settle, count pins knocked down, update the bowling score, then proceed to the next roll or frame. The starting HUD must visibly show four rounded dark translucent cards across the top labeled “Frame,” “Roll,” “Pins,” and “Score,” initially reading Frame 1, Roll 1, Pins 10, Score 0. Beneath them show two wide horizontal meters labeled “Power” and “Spin”; power fills as the throw is charged, while the spin meter represents the magnitude of left/right spin. At the upper left display the stacked title “POCKET BOWL.” Across the top include a concise instruction line such as “Move mouse to aim • Hold Space to power • Release to bowl • A/D spin.” Keep the visual style dark navy/black around the lane, with soft rounded panels, muted gray-white typography, and a bright blue ball contrasted against the brown classic lane.

Controls: moving the mouse horizontally aims left/right; on desktop, holding Space charges power and releasing Space throws. Pointer/touch press-and-hold should also charge and pointer/touch release should throw, and dragging horizontally while held changes aim. When not dragging, mouse hover can also steer aim. A/D adjusts left/right spin before throwing, clamped from full left to full right. Spin curves the ball laterally while moving forward. Do not allow changing power or spin after the ball is thrown. R resets the current roll/practice setup without changing recorded scoring, Enter starts a new game, and 1/2/3 switch lane themes: Classic, Neon, and Ice. Include a ball texture import control/hotkey T so the player can load an image texture at runtime. Include import controls for background music (M), hit/thud SFX (H), power SFX (P), and spin SFX (S), plus a mute toggle. Provide fallback synthesized UI beeps and impact sounds when imported audio is absent. Audio should initialize after a user interaction.

Implement real bowling structure: ten frames, normally up to two rolls per frame, with a strike ending frames 1–9 immediately and a spare ending after two rolls. A strike scores 10 plus the next two rolls; a spare scores 10 plus the next one roll; open frames score the sum of their two rolls. The tenth frame allows a third bonus roll after a strike or spare, and reracks pins for bonus rolls as appropriate. Track the number of standing pins during play, never record more pins down than were standing at the start of the roll, and show the computed running score in the HUD. After the tenth frame and any required bonus roll resolves, show a prominent end/game-over overlay with the final score and the instruction “Press Enter to play again.”

Theme switching should visibly restyle the full alley, not just the lane: Classic uses warm wood planks and dark acoustic/paneled walls; Neon uses a very dark blue lane with cyan, green, and pink grid/light accents and neon scoreboard-like wall panels; Ice uses a frosty pale-blue lane with crack-like details, icy blue walls, and cool translucent highlights. Retain the same bowling geometry and rules across themes. Make the game immediately playable on load with Frame 1 / Roll 1 / 10 pins and a ball ready at the near end of the lane.

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