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Pocket Putt

  • 3d
  • mini-golf
  • arcade
  • sports
  • touch
  • casual
0
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1 play

About Pocket Putt

Putt through 3 mini golf holes by dragging back from the ball and releasing to shoot. Bank shots off walls and bumpers, dodge rotating obstacles, and keep your strokes low to beat par.(more holes soon)

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. sgol6254 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pocket Putt yet. Play it, then tell sgol6254 what you would add next.

Make your own game

Pocket Putt was built by sgol6254 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 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.

Read the build brief for Pocket Putt

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 mini-golf game titled “Pocket Putt.” Use an angled, mostly top-down perspective camera looking at a small rectangular green course on a bright floating tropical island. Render a vivid low-poly/cartoon style scene: blue sky background with light fog, a circular grassy island beneath the course, deep green putting surfaces, pale blue-white raised outer and inner walls with soft shadows, cream sand patches, orange cylindrical bumpers, blue rotating spinner bars, a white golf ball, and a hole marked by a dark cup, pale rim, white pole, and small red flag. Add decorative palm trees around the island and benches at the sides when the external models are available. Use directional sunlight, soft shadows, ambient lighting, and subtle flag animation.

The core game is a sequential round of exactly 3 mini-golf holes. The player shoots by mouse or touch: press/click within about 1.35 world units of the stationary ball, drag away from the intended shot direction (drag opposite the shot), and release. The farther the drag, up to a maximum drag distance, the greater the shot power; show a white aiming line while dragging, extending forward from the ball in the resulting shot direction. Release launches the ball with a speed ranging from a gentle minimum to a strong maximum. Do not allow another shot while the ball is rolling or a completion card is open. A very short pull should not shoot and should instead tell the player to pull farther. Support both pointer/mouse and touch input.

Simulate the ball rolling across the horizontal green with friction, slowing more strongly in sand. Make the ball collide with the raised outer boundary and inner rectangular walls and bounce off them, and collide with round orange bumpers and bounce. Spinner obstacles rotate continuously and also act as moving rectangular collision obstacles. When the moving ball approaches the cup slowly enough, gently pull it toward the hole; if it enters the cup at low speed, lower it into the hole, stop it, and complete the hole. Trigger a brief burst of small glowing yellow sparkles around the cup when sunk.

Build these three fixed layouts and par values:
1. Hole 1, par 3, course approximately 14 by 8 units. Start at (-5.3, 0), cup at (5.1, 0). Put a vertical center wall at (0, 0), approximately 0.8 wide by 3.2 deep; another short wall around (2.7, -2.2); sand patches around (-1.6, 2.2) and (3.6, 2.4); and one orange bumper around (2.1, 1.7). No spinner.
2. Hole 2, par 4, course approximately 14 by 9 units. Start at (-5.3, -2.7), cup at (4.9, 2.7). Include lane-forming walls around (-1.7, -0.1), (2.3, 2.15), and a vertical wall around (1.3, -2.2); sand around (-4.3, 2.85) and (0.2, 3.4); orange bumpers around (-3.2, -0.2) and (3.3, 0.1); and one rotating horizontal blue spinner near (0.35, -3.15), approximately 3.3 units wide, rotating continuously.
3. Hole 3, par 5, course approximately 15 by 10 units. Start at (-5.8, 0), cup at (5.6, 0). Create a tighter central channel with vertical walls around (-1.9, 0) and (1.7, 0), end walls around (0, -3.4) and (0, 3.4), and two short walls near (3.65, -1.8) and (3.65, 1.8) shaping the final approach. Place sand patches around (-3.8, -2.8), (-3.8, 2.8), and in the middle around (0, 0). Add orange bumpers around (0, -2.05) and (0, 2.05), plus a final rotating blue spinner near (3.2, 0), approximately 2.65 units wide.

Track strokes for the current hole and total strokes for the round. The HUD should be a fixed translucent dark blue rounded panel in the upper-left showing the game title, current Hole number, Par, This Hole strokes, Total strokes, instructional status text, and a Power bar with a green-yellow-red gradient and percentage. Status text should explain the drag-to-putt interaction, report soft/clean/big shots, indicate when the ball is rolling or slowed by sand, and announce a new hole. Put translucent rounded buttons at lower-right labeled “Reset Ball” (return the ball to that hole’s tee without changing strokes) and “Restart Round” (return to Hole 1 and reset total strokes). Put a bottom-center rounded hint reading “Touch or click near the ball, drag opposite the shot, release. Sink all 3 holes.”

When a ball is sunk, classify the result relative to par: Eagle for at least two under, Birdie for one under, Par, Bogey for one over, or “N over par” otherwise. Show a centered dark translucent completion card. After holes 1 and 2, say “Hole Complete,” show the result and strokes, and provide a “Next Hole” button. After hole 3, say “Round Complete,” show the result and final total strokes, and provide a “Play Again” button. Keep the camera fixed on the course with responsive resizing and make the interface usable on desktop and mobile.”,

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