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Arcade › Ragdoll Rocket
Click the game above and it runs right here in your browser. No download, no installer, no account needed. tristanaugenstein830 built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ragdoll Rocket yet. Play it, then tell tristanaugenstein830 what you would add next.
Ragdoll Rocket was built by tristanaugenstein830 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 Rocket 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 playable 3D browser game titled “Ragdoll Rocket,” an arcade launch-and-distance game. Use a bright, clean, low-poly Three.js-style presentation with a sky-blue background and soft atmospheric fog, strong directional sunlight, ambient hemisphere lighting, shadows, and a fixed HUD layered over the 3D scene. Scene and camera: Build a long green grass/ground field extending along the world X axis from the launch area into the distance, with a broad field width on Z. Add pale yellow distance tick marks on the ground at 0, 10, 20 ... 120 meters, with white floating/flat labels such as “0m,” “10m,” etc. The launch structure is a chunky blue rectangular ramp/platform near X=-3, about 8 units wide along X, 1.8 units high, and 7 units deep, slightly rotated around Z (about -0.08 radians) and subtly around Y. On top of it place a smaller golden-yellow launch pad, about 4.2 by 3.4 units and 0.16 high, around Y=1.95, with the same slight tilt. Add a simple white post safety rail along the ramp edges. Place red/pink flags on dark poles at X=0, 50, 100, 150, and 200, toward the back side of the lane, and a few stylized white three-puff clouds high in the sky. Use soft shadows and an orthographic-looking, but actually perspective, third-person camera: initially view the launch ramp from behind and to the side, then smoothly follow the flying character along X while looking toward the character and the runway. The camera should track toward character X+8, raise its height based on character Y, and look toward character X+5, Y about 2. Player: Put a blocky humanoid ragdoll character on a group named/treated as the ragdoll, initially around (-1.2, 3.0, 0), above the golden pad. Use a simple stylized blocky character model with visible head, torso, arms, and legs, colored in cheerful contrasting colors; if an animated character asset is available, idle it before launch and play a falling/death pose after launch. The important visual behavior is that the entire character tumbles in the air rather than flying upright. Rotate it continuously on all three axes during flight to communicate ragdoll spinning. Core gameplay: The player chooses an angle and launch power, then launches the character and tries to achieve the greatest horizontal distance. Provide an Angle slider constrained from 18° to 72°, default 42°, and a Power slider constrained from 35% to 100%, default 78%. Display the current values live as “Angle 42°” and “Power 78%.” On launch, reset the ragdoll to (-1.2, 3.0, 0), clear its rotation, and calculate velocity from the controls: horizontal velocity = cos(angle) * 22 * (power/100), upward velocity = sin(angle) * 22 * (power/100) + 5, with no initial Z velocity. Apply gravity of 18 units/sec² downward. Each frame move the character using velocity and rotate it with a lively random-ish tumble (approximately angular velocity X=8–12, Y=2, Z=5). While airborne, continuously show horizontal distance as max(0, player X - launch start X), formatted to one decimal meter. The launch button must do nothing if a launch is already in progress; after the character lands, it can launch again. Landing and scoring: Consider the flight finished when the ragdoll reaches Y=1.15; clamp it to that height, stop linear velocity, and damp the spin to 18% of its value. Also finish it if it travels beyond X=245. Record the distance from the launch start, show it in the HUD, and persist the all-time best score using browser local storage under a suitable key. If the distance beats the best, update the best and show “NEW BEST!”; otherwise show “LANDED!” Both results should say “Your ragdoll flew X.X meters.” The result overlay should include a “LAUNCH AGAIN” button. Do not add enemies, collectibles, fuel, or extra levels; the game is specifically about tuning an angle and power to beat the best distance. HUD and controls: Overlay a dark translucent, rounded, lightly bordered card at the upper left with large bold text “RAGDOLL ROCKET” and the subtitle “Aim, charge, launch — beat your best distance.” At the upper right, show another dark translucent rounded card with an uppercase “DISTANCE” label, a large current value followed by “m,” and “Best X.X m” beneath it. Along the bottom, show dark rounded control cards for the two sliders, a large coral/red “LAUNCH” button, and a light blue-gray “RESET” button. Include a small centered hint on desktop: “Desktop: adjust sliders and press Launch · Mobile: tap the big button”; hide this hint on narrow/mobile screens. The UI should be responsive: on mobile, controls stretch across the bottom, sliders remain usable, the Launch button is prominent, and the desktop hint is hidden. Use pointer/touch input for all buttons, keyboard Space to launch and R to reset. Reset must stop the flight, restore the player to its starting position and neutral rotation, zero the velocity/spin, clear the result overlay, and set current distance to 0.0 without necessarily erasing the stored best. Visual style: polished casual arcade toy aesthetic, bold white typography, dark navy translucent glass-like HUD panels, coral launch button, pale yellow ramp pad and markers, blue launch structure, green field, blue sky, pink flags, and soft shadows. Ensure the game is immediately playable with the sliders and launch button visible over the 3D launch scene, and smoothly animate the camera and player every frame.