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Arcade › Wacky Putt
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jason Forrest built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Wacky Putt yet. Play it, then tell Jason Forrest what you would add next.
Wacky Putt was built by Jason Forrest 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.
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 “Wacky Putt,” consisting of one playable course called Hole 1. Use a fixed elevated, slightly top-down perspective camera looking down the length of a rectangular green course. The scene should have a dark navy background with subtle distance fog, soft shadows, bright ambient/hemisphere lighting, and a colorful stylized low-poly/arcade look. Course layout: make a long green rectangular putting surface approximately 12 units wide and 22 units long, enclosed by raised dark blue side and end walls. Add thin yellow stripe rails just inside the left and right walls, plus several thin horizontal yellow lane/decorative stripes crossing the green at regular intervals. Place the white golf ball near the front/south end at the center, and put the finish hole near the far/north end at the center, with an open hole model and a red flag. Include the visible stylized obstacles from the course: a large angled/ramp-like obstacle toward the left-middle area, another ramp toward the right/far-middle area, and a central block obstacle. Also include a bright cyan rectangular boost pad around the lower-middle portion of the course. Use simple colorful modeled geometry and/or equivalent low-poly mini-golf kit assets, with obstacles casting shadows. Gameplay: the player aims by dragging from the ball on the course and releasing to putt. Convert the drag vector into a shot in the opposite direction: dragging farther increases power, capped at a maximum drag length of about 3.4 units, with shot speed proportional to drag distance (roughly 5.2 times the distance). Ignore very short drags under about 0.18 units. Only allow aiming when the ball is stationary and the hole is not already won. While aiming, show a power meter filling from left to right based on drag length, using a cyan-to-yellow-to-red gradient; clear it when not aiming. After release, increment the stroke counter and let the ball roll with friction/deceleration until it stops. Add collision behavior with the raised course boundaries: keep the ball inside the playable area and bounce/reverse the relevant velocity component when it reaches a wall, with some energy loss. Add two moving coral/red obstacles: one broad horizontal sweeper that travels back and forth across the course around z=-2.7, and one narrower vertical sweeper that travels along the z direction near the far end around z=5.5 to z=8.0. Animate them smoothly back and forth. If the rolling ball overlaps either moving obstacle, bounce it away and reduce its speed. The cyan boost pad should slightly increase ball velocity while the ball rolls over it. The visible ramp/block assets can be decorative course obstacles consistent with the screenshot; preserve the playful wacky mini-golf presentation. Win condition: when the ball comes within approximately 0.55 units of the centered finish hole at the far end, snap it into the hole, stop it, change to a won state, and display a large centered celebratory toast reading “HOLED IT! 🏆” followed by the stroke count using “stroke” for one and “strokes” otherwise. Do not automatically advance to another hole. The Reset hole button should return the ball to its starting position, clear its velocity and win state, reset strokes to 0, and hide the toast. HUD/UI: overlay a responsive full-screen HUD above the canvas. In the upper-left, show a dark translucent rounded pill with a golfer emoji and bold “WACKY PUTT,” followed by “• Hole 1.” In the upper-right, show a matching pill reading “Strokes” and the current number, initially 0. Center the instruction at the top: “Drag from the ball to aim • release to putt.” Along the bottom center, show the power meter and an orange rounded “Reset hole” button with a darker pressed/shadow treatment. Use white bold text, translucent dark blue panels, rounded corners, and a clean system sans-serif font. Ensure pointer/touch dragging works on the canvas, the canvas prevents touch scrolling, and the layout scales to the viewport.