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Ramp Rally

  • 3d
  • mini-golf
  • arcade
  • physics
  • touch
  • threejs
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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. D Ray built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Ramp Rally was built by D Ray 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 Ramp Rally 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 Ramp Rally

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-based 3D mini-golf game titled “Ramp Rally Golf” (main game title: “Ramp Rally”), using Three.js or an equivalent WebGL 3D engine. Use a fixed elevated perspective camera: a 48-degree perspective camera positioned around (0,34,31), looking toward the center/back of the course, so the player sees a long rectangular fairway stretching away into the scene. Render a dark navy background (#101421) with matching fog, soft shadows, and a clean stylized low-poly arcade look. Light the scene with bright cool hemisphere light, a warm directional sun from the upper-left/front, and a subtle blue rim light.

Build a long rectangular golf course with a dark green raised base approximately 28 units wide by 52 units long, and a smaller bright green playable fairway approximately 22 by 48 units on top. The course runs along the Z axis, with the near end around z=18 and the far end toward z=-18. Use chunky simple box geometry, saturated colors, rounded/glass-like dark HUD panels, and no textures required. The ball is a small glossy white sphere with a faint dark circular ground shadow, initially at approximately (-7, 0.6, 18). It should rotate while moving/playing.

Gameplay is drag-to-shoot mini-golf. The player must first press the “Tee Off” button. Then click/touch directly near the ball, drag away from the ball to aim and set power, and release to hit. The shot direction is the opposite of the drag direction: dragging back farther produces a stronger shot. Clamp power to a maximum based on roughly 150 screen pixels; ignore very short drags. Show a thin white aiming line while dragging and a horizontal power meter in the HUD that fills from green through yellow to red. Use a shot velocity roughly equivalent to 7 + power*15, apply strong friction/deceleration, and prevent another shot while the ball is moving or briefly after a shot. Keep the ball within the fairway bounds.

Make three sequential holes, each with its own hole cup and white pole with a small cyan triangular flag. Hole 1 starts at (-7, .6, 18), targets a cup at (7, .25, 1), and has par 3. Place one orange box ramp around (0, .6, 10), rotated slightly, which boosts/redirects the ball toward negative Z, plus a horizontal pink/red moving sweeper around z=4 that travels left-right across a range of about 6 units. Hole 2 uses the same start and targets (7, .25, -8), par 4. Add two orange ramps: one around (-2, .7, 7) angled to redirect toward the upper-left/negative-Z direction, and another around (4, .6, -3) angled to redirect toward negative Z/left. Add a vertical pink/red moving sweeper near x=1 that travels along Z over a range around 8. Hole 3 targets (0, .25, -18), par 5. Add an orange ramp around (1, .6, -8) and a second orange/yellow ramp around (-5, .5, -14), both angled to redirect toward the far end. Add a horizontal pink/red spinner/sweeper near z=-11 moving left-right and rotating, plus a vertical pink/red gate near x=5 and z=-17 moving along Z.

Ramps should visibly be chunky orange/yellow rectangular obstacles and, when the ball comes within roughly 3.1 units, add a directional boost to its velocity. Moving hazards should animate continuously using sine-wave motion with the approximate ranges and speeds above. If the ball comes close to a hazard (within about 1 unit in both X and Z), bounce it backward, restore its prior position for that frame, and display “Bonk! The obstacle bounced your ball”. The ball sinks when it is within about .85 units of the current cup and moving slowly enough (under roughly 2.2 speed). Stop it in the cup and display “Nice putt — hole N complete”. After a short delay, advance to the next hole, reset the ball to the standard start, reset the per-hole stroke count, and show a message such as “New hole — ramps get wilder”.

HUD: overlay a fixed UI over the canvas. At the upper-left, show a translucent dark rounded panel with the bold uppercase title “RAMP RALLY GOLF”, followed by “Hole 1/3 · Strokes 0 · Par 3” with the values updated live, and a 210px-wide rounded power bar below it. Include a Restart button at the upper-right, hidden until the game starts. At the center initially show a dark translucent rounded instruction panel titled “Ramp Rally”, with the exact instructional idea “Drag from the ball to aim, then release to swing. Use ramps, dodge the sweepers, and sink the putt.” and a gold/yellow “Tee Off” button. At the bottom center show a dark rounded message panel initially saying “Drag from the ball to shoot”. Hide the start panel once play begins. Update messages during play, including “Ball in play — avoid the moving hazards”.

Track both current-hole strokes and total strokes. Increment strokes for every valid shot. When all three holes are completed, stop gameplay and show a centered completion panel titled “Course Clear” with text stating that all 3 holes were finished in the total number of strokes, and change the main button text to “Play Again”. Restart should reset to hole 1, zero strokes, and the initial state. Make the layout responsive for small screens, maintain touch interaction with touch-action disabled, and keep the dark navy/cyan/gold/pink/orange/green visual palette visible in the screenshot: the opening screen should show the dark background, upper-left HUD with Hole 1/3, Strokes 0, Par 3, a centered Ramp Rally panel, and bottom instruction bar.

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