Arcade › Puttbound Adventure
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Puttbound Adventure was built by Cristiano 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 Puttbound Adventure 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 portrait-friendly 3D mini-golf adventure game titled “Puttbound Adventure” (the in-game UI can use Italian labels as shown). Use Three.js-style rendering with an elevated perspective camera looking down a long rectangular mini-golf lane. The scene should have a bright stylized low-poly look: pale course floor, colored side rails, strong directional sunlight, soft shadows, atmospheric fog, and a changing solid-color background/fog tint for each themed hole. The player controls a blue golf ball that always starts at the tee near the front end of the course; the hole and green flag are at the far end. The camera follows the ball from behind/above and smoothly repositions as the ball moves. Core loop: present an introductory full-screen dark translucent overlay with a centered rounded navy card. Show a small “AVVENTURA MINI GOLF” label, a large “Puttbound” title, text explaining there are 18 holes/worlds, and a mint-green “INIZIA LA BUCA 1” button. Once started, the player aims and hits the ball. Drag horizontally on a circular aim pad at the lower-right, or drag the course/aim area, to rotate the shot direction. Adjust shot power by dragging vertically on the bottom power panel; show a horizontal power bar whose fill runs from mint through yellow to red. Press the large yellow “COLPISCI” button, or Space, to strike. Also support keyboard arrows: left/right rotate aim and up/down adjust power. A shot increments the stroke count and launches the ball in the aimed horizontal direction with speed based on power. Apply friction so the ball gradually stops, make it roll/rotate visually, and bounce it back with reduced velocity if it reaches the lane boundaries. Do not allow another hit while the ball is moving. The objective is to get the moving ball into the hole at the far end. When it is close enough and moving slowly, pull it toward the hole and complete the hole. Show a result overlay with the themed hole name, a result title such as “PARFAIT!”, “BUCA CHIUSA”, or “OLTRE IL PAR”, the number of strokes versus par, coins earned, and “Punteggio avventura” total score. Provide “BUCA SUCCESSIVA” to advance through the 18 holes and “RIGIOCA” to restart the current hole. Include a “CAMBIA PALLINA” button that visibly changes the ball color. Advance only forward through hole 18, while keeping a running coin total and adventure score. HUD during play: put “Puttbound” at top-left; at top-right use compact dark translucent rounded pills reading “BUCA” with current hole 1–18, “PAR” with that hole’s par, “COLPI” with current strokes, and a coin icon/count. Center a small uppercase theme label near the top. At the bottom center show the power bar, a short instruction line (“Trascina qui per scegliere la potenza · trascina il pad per mirare”), and the yellow hit button. Place a dark circular aim pad at lower-right with a yellow left-right arrow symbol. Build 18 sequential themed holes with these names, par values, emoji/theme markers, and distinct background colors: 1 Isola tropicale (par 3, palm marker, teal), 2 Baia dei pirati (4, pirate marker, blue), 3 Ghiacciaio blu (3, snowflake marker, icy cyan), 4 Cuore del vulcano (4, volcano marker, red-orange), 5 Orbita zero (3, rocket marker, dark navy), 6 Castello incantato (4, castle marker, purple), 7 Città verticale (3, city marker, slate blue), 8 Deserto d’oro (4, desert marker, gold), 9 Giungla perduta (4, parrot marker, green), 10 Luna del faro (3, moon marker, blue), 11 Canyon rosso (5, rock marker, red), 12 Tempio delle nuvole (4, cloud marker, pale blue), 13 Fabbrica magnetica (3, gear marker, gray), 14 Grotta di cristallo (4, gem marker, violet), 15 Porto dei robot (4, robot marker, teal), 16 Foresta autunnale (3, leaf marker, orange), 17 Stazione spaziale (5, satellite marker, blue-purple), and 18 Gran finale (3, trophy marker, green). Each course is a 7-by-16-ish rectangular lane with side rails, a flag at the far end, a ramp prop near the tee, three floating/standing gold ring coins placed along the lane, and two to four visible box-like obstacles whose positions vary. Add themed signature geometry where applicable: tropical water/island and a yellow spinner; pirate water and a wooden bridge/wall; ice water and ice blocks; lava and a volcano with a bridge; space void, purple planet and a magenta laser; castle moat, gate and towers; city road and buildings; desert sand and dunes. Later worlds can reuse the same broad obstacle pattern while changing colors and theme treatment, as the actual game cycles a finite set of course patterns. Use simple arcade physics matching the source: the lane is bounded roughly at x=-3 to 3 and z=-7.3 to 7.3; coins are collected when the ball comes within roughly half a world unit, disappear, increment the coin counter, and make a short bright sound. Add subtle short synthesized beeps for hitting, collecting, and finishing. Include a keyboard V toggle that switches between “vibrant” and “soft” graphics by muting/brightening mesh colors, and update the theme label to show the current graphics mode. Keep the visual language clean, colorful, playful, and polished with rounded glassy dark HUD panels and bold high-contrast typography. Do not add enemies, lives, inventory, or other mechanics not described here.