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Arcade › Wacky Putt

Wacky Putt

  • 2d
  • mini-golf
  • arcade
  • physics
  • casual
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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. Jordy B 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 Jordy B what you would add next.

Make your own game

Wacky Putt was built by Jordy B 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 responsive 2D canvas mini-golf game titled “Wacky Putt.” Use a full-viewport dark navy background (#10152b), with a centered square green course that scales to the smaller screen dimension and is letterboxed by the navy background. Add a subtle pattern of translucent darker/lighter green dots on the course and a dark teal border. Render a fixed HUD over the canvas: large bold yellow “WACKY PUTT” at top left, and rounded dark pills at top right showing “Hole 1/3” and “Strokes 0” (update both as play progresses). At the bottom center show the hint in a dark translucent rounded box: “Drag from the ball away from your target, then release!”

Begin with a centered modal overlay over the dimmed game: a dark blue rounded card with a thick yellow border and shadow. It contains the yellow heading “Wacky Putt,” explanatory text “Sink the ball through three absurd mini-golf holes. Use ramps, dodge moving bumpers, and finish in as few strokes as you can.” and a coral button labeled “TEE OFF.” Clicking/tapping it starts hole 1 and hides the overlay.

The core interaction is touch/mouse drag aiming. Each hole has a white golf ball at its start and a white target cup with a dark center, a coral flagpole, and a small coral triangular flag. The player may only begin dragging when the ball is stationary and the pointer is near it. Drag from the ball in the direction opposite the desired shot, then release: draw a white dashed aim line from the ball in the shot direction while dragging. Shot strength is proportional to drag distance, capped at about 32% of the course scale; ignore very short drags under about 12 screen pixels. On release, launch the ball in the direction from the drag point through the ball, with velocity based on the capped drag distance, incrementing the stroke counter. The ball rolls with strong friction, bounces off the square course edges, and stops when its speed becomes very low. Do not allow another shot while it is moving. The ball is a small white circle with a dark blue outline.

Build exactly three holes, advancing automatically shortly after the ball reaches its target while moving slowly enough to count as sunk. Reset the per-hole stroke count to zero when advancing, and accumulate all strokes. Hole 1 starts near normalized position (0.16, 0.78) and targets (0.84, 0.22). Place two yellow/orange triangular ramps around (0.46, 0.58) and (0.68, 0.36), and two vertical purple rectangular walls around (0.32, 0.16) to (0.40, 0.54) and (0.72, 0.57) to (0.80, 0.85). Add two coral moving circular bumpers, initially around (0.55, 0.28) and (0.40, 0.74), each moving in a small looping path; they should repel/bounce the ball on contact.

Hole 2 starts at (0.18, 0.22) and targets (0.82, 0.76). Use two orange triangular ramps centered around (0.28, 0.36), angled down/up diagonally, and (0.58, 0.55), angled oppositely. Place purple vertical walls around (0.45, 0.12) to (0.52, 0.43) and (0.45, 0.57) to (0.52, 0.87). Add moving coral bumpers around (0.68, 0.28) and (0.28, 0.62), with visibly different movement speeds/phases.

Hole 3 starts at (0.15, 0.50) and targets (0.83, 0.50). Place orange ramps near (0.35, 0.27), angled one way, and (0.58, 0.73), angled the opposite way. Place purple walls near (0.26, 0.12) to (0.33, 0.40) and (0.68, 0.60) to (0.75, 0.88). Add a prominent moving coral bumper centered near (0.50, 0.50), plus another near (0.77, 0.25), with looping motion. Ramps should be rendered as filled yellow/orange triangles with brown outlines; when the ball overlaps their collision areas, apply a small acceleration along each ramp’s angle. Walls should be solid purple with a lighter purple highlight strip along their left edge. Moving bumpers should be coral circles with yellow outlines and should push/reflect the ball on collision.

Use simple arcade physics: normalized course coordinates, ball position and velocity, exponential friction, edge bounce with reduced velocity, rectangular wall collision with reflected velocity, ramp impulse, and circular bumper collision/repulsion. The target is considered completed when the ball is close to the cup and moving slowly; snap it to the target, stop it, and advance after roughly 350ms. On completion of hole 3, show the overlay again with heading “COURSE COMPLETE!”, text “You finished in N strokes. Can you beat your score?” using the accumulated total, and button text “PLAY AGAIN.” Pressing it resets hole, strokes, and total and starts over. Keep the visual style clean, colorful, playful, and flat 2D, with rounded UI, yellow headings, coral action button, green playfield, purple obstacles, and navy surrounding space. Support both mouse and touch/pointer input and prevent page scrolling during canvas interaction.

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