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Ragdoll Lab

  • 3d
  • physics
  • ragdoll
  • arcade
  • score-attack
  • casual
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. borrobod000 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Ragdoll Lab yet. Play it, then tell borrobod000 what you would add next.

Make your own game

Ragdoll Lab was built by borrobod000 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 Ragdoll Lab 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 Ragdoll Lab

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 playable browser game titled “Ragdoll Lab,” a physics toy in a dark stylized 3D side-view arena. Use an orthographic camera looking straight across the X/Y plane, with a slight horizontal follow toward the ragdoll’s hip. The scene has a deep navy background and fog, a dim blue-purple upper glow band, a large dark floor slab/platform at the bottom with subtle grid lines, soft shadows, hemisphere lighting, and a directional key light.

At the center of the playfield, build a floppy humanoid crash-test dummy as a Verlet-style 2D ragdoll rendered in 3D: spherical joint/body points connected by rounded cylindrical limb segments. The head is a larger warm skin-colored sphere; neck, chest, hip, elbows, hands, knees, and feet are pale blue/lavender joint spheres, with blue-gray limbs. Start it upright-ish around the center, with head above chest, arms extending sideways, and legs down to the platform. Simulate gravity, drag, floor and side-wall collisions, and repeatedly satisfy distance constraints between head-neck-chest-hip, both arm chains, both leg chains, plus weaker cross-body constraints so impacts make the dummy flop and bend while retaining its connected body shape. Keep the dummy inside side walls and above the floor.

The main interaction is launching colorful stylized stunt planes into the ragdoll to score impact power. Construct each plane from simple meshes: a colored box fuselage, pointed cone nose, tail, broad wing, tail wing, vertical fin, and light canopy. Planes enter horizontally from either side at a chosen Y level, moving quickly across the arena with a little vertical wobble, or can dive from above with downward velocity and slight horizontal motion. Plane colors vary among coral red, cyan, yellow, lavender, and mint. Plane-to-ragdoll collisions push joint points, bounce and disturb the ragdoll, and calculate impact power from relative velocity and penetration. Plane hits score significantly more than ordinary impacts, increase the combo more, and strong plane impacts become crashy and disappear soon afterward. Include automatic alternating/random plane flybys every roughly 2.8–4.6 seconds so the scene remains active even without input. Projectiles should expire when slow on the floor, out of bounds, or after a limited lifetime.

Controls: clicking/tapping the playfield or dragging and releasing launches a horizontal plane from the left toward the release height; show an 84px dashed circular aim ring following the pointer while held. The “Fly Plane” button launches an immediate side plane through a random height around the chest. The “Dive Plane” button launches a plane from above near the head and travels downward; Space does the same. P triggers an extra automatic-style random flyby. Reset button or R rebuilds the ragdoll, removes active projectiles, and clears score/combo/hit counters. Prevent buttons from acting like normal page controls and support touch/pointer input.

Overlay a responsive glassy HUD over the canvas. At the upper left, show a large bold “0 pts” score and a smaller line containing “Combo x1 · Hits 0 · Planes 0 · Last 0.0”; update score on impacts, let combo rise with repeated hits up to 9, and decay back toward 1 after about two seconds without a hit. At the upper right, show help text: “Drag or tap to launch stunt planes into the ragdoll.” and keyboard hints “R reset   Space dive plane   P flyby.” Along the bottom, place three rounded pill buttons: bright blue “Fly Plane,” dark gray “Dive Plane,” and dark gray “Reset.” Add a bottom hint panel reading “Send planes through the dummy to stack combo. Nose-first hits score hardest.” Use white text, translucent navy panels, thin borders, blur-like styling, rounded corners, and blue button glow. On narrow screens stack the HUD sections vertically and let the buttons share the row. Keep the game focused on the satisfying ragdoll impacts, score, combo, and replayable reset loop; do not add menus, levels, weapons, or unrelated gameplay.

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