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Wacky Putt

  • 3d
  • mini-golf
  • arcade
  • physics
  • 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. Farzaan A. built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wacky Putt yet. Play it, then tell Farzaan A. what you would add next.

Make your own game

Wacky Putt was built by Farzaan A. 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 Wacky Putt 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 Wacky Putt

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 single-hole 3D mini-golf game titled "Wacky Putt". Use a dark navy background with fog and a polished, colorful low-poly/clean 3D style. The camera is a perspective camera in a high, slightly angled top-down view looking along a long rectangular putting lane, and it should smoothly follow the ball while keeping the course visible. Use soft shadows, bright directional lighting, ambient fill, and an ACES-like cinematic color treatment.

Build one long mini-golf course: a dark green putting surface about 9.4 units wide and 21.4 units long, sitting on a slightly thicker dark base. Add thin horizontal decorative green lane stripes at several points. Surround the lane with raised yellow/gold side walls and matching front and back end walls so the ball stays on the course. Start the blue player golf ball near the front/start end at approximately (0, -9.2), and place a final hole near the far end at approximately (0, 9.35), with a red flag beside it. The HUD should identify this as hole 1/1.

The core interaction is drag-to-aim putting. When the ball is stationary, press/touch on the course and drag: aim is based on the vector from the release/drag point toward the ball, so dragging farther from the ball increases shot power. Show a power bar centered near the bottom while aiming; it fills from green through yellow toward red according to drag distance, capped at maximum shot power. Release to launch the ball, increment the stroke counter, and hide/reset the power bar. Ignore very short drags. Support mouse and touch pointer input. Do not allow a new shot while the ball is moving or after winning.

Simulate simple top-down ball physics with friction so the ball rolls and gradually stops. Keep it within the walls; when it reaches a side or end boundary, clamp it inside and reflect/dampen the corresponding velocity. The ball should be able to enter the hole only when near the hole and moving slowly/stopped; then stop the ball and show a win overlay reading "HOLE COMPLETE" and "You made it in N stroke(s)" with a "PLAY AGAIN" button that resets the ball to its starting position, clears strokes, and hides the overlay.

Place the following visible obstacles and use their locations/shapes for collision gameplay:
- An orange/coral slanted rectangular ramp/raised block in the upper half toward the left, around x=-1.25, z=-4.6, about 3.3 by 4.2 units; its zone provides a gradual speed boost as the ball travels across it.
- A yellow slanted rectangular ramp/block toward the right-middle around x=1.65, z=2, about 3.2 by 3.2 units; it is visibly raised and acts as another ramp element (the implementation may give it a similar boost effect).
- Three purple cylindrical bumpers/islands: one around (-3.1,-0.2), one around (3.0,6.0), and a smaller one around (-2.8,7.4). They should reflect and dampen the ball on contact.
- Two animated purple horizontal sweeper bars crossing the course, each centered on the lane at approximately z=-1 and z=5. One is about 3.6 units long and rotates at a moderate positive speed; the other is about 3.1 units long and rotates in the opposite direction. Give each a yellow circular hub. They should continuously rotate and collide with the ball, reflecting and slightly damping/pushing it away.
- A narrow bridge-like section near the far end around z=7.3, with yellow rails on both sides and a green deck, visually constricting the path.

The course objects should be blocky geometric meshes with cast/receive shadows: green turf, dark green base, yellow walls and ramps, coral/orange first ramp, purple bumpers and sweepers, and a yellow sweeper hub. Use a blue golf-ball asset or a small blue spherical ball with a golf-ball appearance, plus a visible hole and red flag at the finish. Keep the world uncluttered and centered in frame.

Overlay UI: fixed HUD over the canvas. At the top left show a rounded dark translucent panel labeled "WACKY PUTT" in uppercase lime green. At the top center show "STROKES" and a bold number beginning at 0. At top right show "HOLE" and "1/1". Use translucent dark panels with subtle borders, rounded corners, and a modern system sans-serif font. Along the bottom center display the instruction: "Drag from the ball to aim — release to putt. Hit ramps, dodge the sweepers." with the latter gameplay phrase highlighted lime green. Keep the dark navy space around the course and use responsive resizing for desktop and mobile screens.

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