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Arcade › Unbolt

Unbolt

  • 3d
  • puzzle
  • mechanical
  • disassembly
  • casual
  • low-poly
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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Unbolt yet. Play it, then tell the creator what you would add next.

Make your own game

Unbolt was built 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 Unbolt 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 Unbolt

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 mechanical disassembly puzzle titled “Unbolt,” using Three.js with a fixed close-up, angled-down camera over a small outdoor workbench. The scene should use a soft pastel low-poly cartoon style: sky-blue background, bright green grass plane, a chunky wooden Kenney-style workbench/table, and a few simple low-poly trees in the distant background. Light the scene with soft hemisphere and directional lighting and enable soft shadows.

At the center, build a vertical contraption from five stacked, hexagonal/chunky wooden cylindrical plates. The layers are arranged from bottom to top at approximately y=1.4, 2.0, 2.6, 3.2, and 3.8, with progressively larger radii toward the top (roughly 0.7, 0.85, 1.0, 1.15, 1.3), each about 0.5 high, plus a slightly wider thin rim on top. Put the assembly on a chunky hexagonal wooden base platform. Each layer has four colored radial fasteners/bolts around its perimeter, for 20 total. Use the five possible bright pastel colors red, blue, green, yellow, and purple, with the per-layer sequences: top layer red/blue/green/yellow; next blue/yellow/red/purple; middle green/purple/blue/red; next yellow/red/green/blue; bottom purple/green/yellow/red. The bolts should look chunky and point horizontally outward, using a bolt/debris-like model or a similarly recognizable low-poly screw, with a colored body and colored pentagonal/cylindrical cap.

The player removes bolts by first selecting a matching color tool from the HUD and then clicking/tapping a bolt of that color in the 3D scene. Initially make red, blue, and green tools available; yellow and purple tools begin locked and display a lock plus a small “Unlock” affordance. Clicking a locked tool unlocks it immediately as a simulated reward and selects it; do not implement real ads. Highlight active matching bolts subtly, and make an incorrect color choice briefly flash red as feedback. A bolt can be removed from any layer in any order as long as the selected tool color matches, and the layer is not already detached.

On a correct removal, increment the counter and play a satisfying approximately 380 ms unscrewing animation: move the bolt outward along its radial direction while spinning it about one turn, then remove it from the scene. When all four bolts on a layer are gone, detach that wooden layer. Higher still-attached layers should settle downward by 0.5 to fill the gap, including their remaining bolts. Animate the detached layer falling/scattering to the workbench over about 650 ms, with a small random sideways offset and gentle rotation, and emit a handful of small fading light particles at the release point. Remaining bolts can have an extremely subtle idle bob.

The objective is to remove all 20 fasteners. Show a prominent top HUD in a white, rounded rectangular bar with a soft shadow. Include a centered pill-shaped progress display reading “0/20” initially and updating to “removed/20”; include tool slots on the left and Undo/Reset controls on the right. The source UI uses bold dark system sans-serif text, colored rounded-square tool buttons with a bolt emoji/icon, active-tool yellow outline/glow, and buttons labeled “撤销” and “重置” (you may use “Undo” and “Reset” if localization is not supported). On completion, show a centered white rounded victory panel with a dark border saying “干净拆解!” and a replay/reset button labeled “再玩一次” (or an equivalent “Play Again”).

Implement Undo and Reset. Undo should restore the most recently removed bolt to its original position/rotation and active state, decrement the counter, and if that removal detached its layer, restore the layer to its original position and attached state. Reset should rebuild all five layers and all 20 bolts, clear history, reset progress to 0/20, clear the selected tool and victory panel, while preserving the tool unlock UI state as appropriate. Support pointer/touch clicking through raycasting against bolt meshes, and resize the renderer/camera with the window. Keep the camera fixed; this is a click/tap puzzle rather than a character-control game.

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