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Arcade › Sky Popper
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 Sky Popper yet. Play it, then tell Oleg Sidorkin what you would add next.
Sky Popper 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 Sky Popper 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.
Recreate "Sky Popper" as a portrait 2D bubble-shooter match-3 game on a fixed 540x960 design canvas, preserving a 9:16 aspect ratio when fitted to the browser. The scene is a bright cheerful sky: a vertical gradient from vivid cyan-blue at the top through light blue to very pale cyan at the bottom, with a few soft white translucent clouds behind the playfield. Put a large rounded glass/frosted playfield panel from about x=26 to x=514 and y=96 to y=800, with a faint white border, blue translucent fill, soft shadow, and a clear HUD lane above the bubble grid. At the top, draw a glass mission card around x=38,y=8,w=464,h=80. It displays the current level and name, e.g. "LEVEL 1/10" and "SUNNY START", a row of ten small progress dots, the goal text "CLEAR ALL • Bonus: score 0/4500" (the exact challenge varies by level), and a yellow/cyan progress bar. The bottom-center has a translucent rounded jewel score pod showing SCORE and a large monospaced white score, initially 0011590. Add external/floating glass buttons at the bottom left and bottom right for music toggle (♪ / ×) and pause/restart (Ⅱ / ▶ / ↻). Beside the launcher, at lower right, show a frosted "NEXT UP" tray with the next three small bubbles. Show a temporary rounded blue toast near the upper-middle for messages such as LEVEL 1: Sunny Start, NEED 3, POP x3, POP + DROP xN, ROW DOWN!, CLEANUP MODE!, DANGER ZONE!, and clear/game-over notices. The playfield contains glossy circular bubbles in a staggered hexagonal grid. Use radius about 20, 12 columns on even rows and 11 on odd rows, with row spacing sqrt(3)*20; the first grid row begins around y=136 and x=30 (odd rows offset by one radius). Bubble colors are red, blue, green, yellow, purple, and cyan. Render each as a saturated colored sphere-like disc with a pale highlight streak/spot in the upper-left, lighter curved shine, dark lower edge, and thin white outline. The initial boards are packed in the upper portion, with level-specific gaps that create ladders, splits, canyons, arches, crowns, or starter openings. The lower playfield is mostly open sky. There is a softened black-and-yellow diagonal striped danger line around y=790, labeled DANGER LINE; if bubbles reach it, the game ends. At the bottom center, around x=270,y=868, draw a launcher/cannon as a translucent outlined arrow pointing along the current aim angle, with a soft oval shadow/base and a large current glossy bubble sitting at its base. Aim starts straight upward. Include a dotted white aiming guide extending from the launcher in the chosen direction. The player can drag/touch in the canvas to aim and release to fire. Also support keyboard A/D or Left/Right arrows to rotate aim, and Space, Enter, Up Arrow, or W to fire. Clamp the aim to shoot upward, between roughly -pi+0.18 and -0.18 radians. Fired bubbles travel upward at high speed, bounce off the left and right playfield walls, and stop when they reach the ceiling or collide with a bubble. Immediately after firing, advance the current shot from the next queue while the projectile is still flying. Implement actual bubble-shooter rules. When a normal bubble attaches, find the connected same-color cluster; three or more same-color connected bubbles pop and award 100 points each, with expanding ring/particle pop effects and a POP toast early in level 1. If fewer than three match, leave them in place and show NEED 3 only a few early times. After popping, find all bubbles no longer connected to the ceiling and drop them, with falling bubble animations and 250 points per dropped bubble; show POP + DROP. Every level also adds a ceiling row after its configured number of shots (level 1 every 7, later levels every 4-7), shifting the existing bubbles downward with a brief animation; then automatically drop clusters disconnected from the new ceiling. The current level ends and danger state triggers if the lowest bubbles cross the danger threshold. Include special shot types. Rare bomb shots appear in the queue as a colored bubble with a dark center and pale plus mark; when attached/hitting, clear the impact bubble and its neighboring cells, then apply drops and score. Rainbow shots are multicolored pie-slice bubbles with a white star; when they hit a bubble, clear every bubble matching the impacted bubble's color, then apply drops. Powers are uncommon during normal play and become more common in cleanup mode. When 24-or-fewer bubbles remain (with level-specific limits), enter cleanup mode: pause new ceiling-row additions, ensure normal queued shots use colors still present, and increase useful power shots. Clear all bubbles to win; award 5000 clear points plus a level challenge bonus when its challenge is met. Build all 10 tuned levels with these exact broad settings and goals: 1 Sunny Start, 5 rows, four-color palette, row every 7 shots, score challenge 4500 and bonus 1500; 2 Loose Ladders, 6 rows, five colors, row every 7, drop 6 challenge and bonus 1800; 3 Split Sky, 7 rows, five colors, row every 6, pop 10 blue challenge and bonus 2000; 4 Power Practice, 7 rows, six colors, row every 6, bomb chance about .14 and rainbow chance .12, use 1 power challenge and bonus 2200; 5 Narrow Canyon, 8 rows, six colors, row every 5, one drop of 6 challenge and bonus 2500; 6 Quick Clouds, 8 rows, five colors, row every 5, shot limit 48, clear in 40 or fewer shots challenge and bonus 3000; 7 Chain Garden, 8 rows, six colors, row every 5, drop 18 challenge and bonus 3200; 8 Rainbow Hunt, 9 rows, six colors, row every 5, rainbow chance .18, use 2 rainbows challenge and bonus 3500; 9 High Clouds, 9 rows, six colors, row every 4, score 30000 challenge and bonus 4000; 10 Sky Crown, 10 rows, six colors, row every 4, shot limit 65, bomb chance .12, rainbow chance .12, score 42000 challenge and bonus 6000. Level progression should carry score forward, show a modal glass overlay on pause, win, or loss, and offer RESUME, RETRY LEVEL, NEXT LEVEL, or PLAY AGAIN as appropriate. The win overlay should indicate whether the challenge bonus was earned. Use polished but simple canvas rendering: glassmorphism panels, white outlines, soft shadows, bright saturated bubbles, subtle bubble wobble, pop rings and colored particles, falling bubbles, and smooth row-shift animation. Keep the game playable with mouse, touch, and keyboard. Include generated short triangle-wave sound effects for shots/pops and a music toggle for the upbeat looping background track. Expose getGameState/setGameState-style debugging hooks for level, score, shots, aim, pause/game-over/win, bubble count, queue, and cleanup status, but do not display debug overlays.