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Arcade › Pool Rush
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Pool Rush yet. Play it, then tell Oleg Sidorkin what you would add next.
Pool Rush was built by Oleg Sidorkin 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 Pool Rush 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 browser-playable 3D top-down pool game titled “Pool Rush” using Three.js. Show a large rectangular green-felt billiards table in a dark green-black environment, viewed from a fixed perspective camera above and slightly toward one end (not a perfectly orthographic top-down view). The table has a thick dark brown wooden base, dark nearly-black rails/cushions, six black circular pockets at the four corners and the midpoint of each long end, subtle tan rail markers, soft shadows, atmospheric fog, and warm overhead lighting. Use realistic glossy spherical balls with shadows: one white cue ball positioned toward the left side and a triangular rack of ten colored object balls toward the right side. The object-ball colors should visibly include yellow, blue, red, purple, orange, green, dark red, black, plus repeated yellow and blue. Keep the table dimensions wide and rectangular, with the playable felt bounded inward from the outer rails. Core gameplay: the player clears the table by sinking every colored object ball. The cue ball must not be pocketed. At the start, display a centered translucent dark intro overlay titled “Break Shot” with instructions: “Pull back on the cue ball, then release to shoot. The farther you drag, the harder the shot.” The overlay should disappear when the player begins aiming. Allow mouse and touch pointer input: when all balls are still, press near the white cue ball, drag away from the intended shot direction (drag backward), and release. Convert the reverse drag vector into the cue-ball shot direction; drag distance controls power, clamped to a short maximum, with a small drag ignored. While dragging, display a white dashed aiming line extending from the cue ball opposite the drag direction and fill a bottom horizontal power bar from green through yellow to red according to pull distance. Do not allow aiming while balls are moving, after winning, or while the cue ball is pocketed. Implement simple continuous 2D table physics in the table plane: balls move with velocity, gradually slow through friction, stop below a small minimum speed, bounce off the inner cushions with slightly damped elastic reflection, and resolve overlapping ball-to-ball collisions as damped elastic collisions. Detect entry into any of the six pocket zones. Pocketed object balls disappear along with their ground shadows, award 100 points, increment the pocketed count, and update the status message to identify the ball (for example, “Ball 3 down.”). If the cue ball enters a pocket, hide it, mark a scratch, show status “Scratch — cue ball resets after the balls stop.”, and after all other balls stop respawn it at its original left-side starting position with zero velocity and status “Cue ball reset. Shoot again.” Do not respawn object balls. HUD overlay: in the upper-left, show a translucent dark rounded panel with the bold title “Pool Rush”, the two instruction lines “Drag from the cue ball to aim and set power.” and “Sink every colored ball. Don’t pocket the white cue ball.”, and a gold status line. The status should normally show “Shots: N · Pocketed: N · Left: N”, change to “Balls rolling...” during motion, show the scratch message when appropriate, and show the current ball-down message when a ball is pocketed. Put a translucent rounded “Reset Rack” button in the upper-right (move it near the lower-right/control area on narrow mobile layouts); clicking/tapping it resets score, shots, pocketed count, win state, all ball positions, velocities, visibility, and the intro overlay. Put a full-width rounded power bar along the bottom with an empty translucent track when idle. When all ten colored balls are pocketed, mark the game won and show a centered translucent overlay titled “Table Cleared” with text stating that all 10 object balls were sunk and how many shots were used, followed by “Tap Reset Rack to play again.” Keep the visuals polished but restrained: dark green background, green felt, dark wood and rails, realistic spheres, soft shadows, simple white/gold typography, translucent glass-like HUD panels, and no extra gameplay systems, levels, timer, sound, cue-stick model, predicted collision guide, or full 15-ball rack.