Appearance
Arcade › Wacky Putt
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Serdan Demir 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 Serdan Demir what you would add next.
Wacky Putt was built by Serdan Demir 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 single-screen 2D arcade mini-golf game titled “Wacky Putt,” rendered responsively on an HTML canvas that fills the viewport. Use a playful, clean vector/cartoon style with a dark navy background (#142b3a), thick dark outlines, rounded shapes, and a palette of mint green, golden yellow, hot pink, cream, purple, orange, and white. Layout and course: place a rounded-rectangle golf course inset about 7.5% of the smaller viewport dimension from the sides, with a little extra top offset for the HUD. Draw a thick golden-yellow outer border and a mint-green inner field with rounded corners. Add a subtle row of pale translucent outlined circles near the lower portion of the course as decorative turf markings. The course has solid invisible collision boundaries just inside its edges; the ball bounces off them. At the top, overlay a fixed HUD with two cream rounded pills outlined in dark navy and casting a small offset navy shadow. The left pill reads “⛳ WACKY PUTT”; the right reads “Hole 1 · Strokes 0” initially. Keep the HUD responsive with a system sans-serif font and bold/heavy text. On initial load, show a centered cream instruction modal with a thick dark outline, rounded corners, and a large offset dark shadow. It contains the heading “Wacky Putt,” the text: “Drag from the ball to aim and set power. Dodge the sweepers, ride the ramps, and sink the putt.”, and a hot-pink button labeled “Tee Off,” with a dark outline and offset shadow. Clicking/tapping Tee Off starts the game, hides the modal, resets the stroke count to zero, and shows a bottom-centered cream hint pill saying “Drag from the ball · release to putt”. Gameplay: use one hole only, labeled Hole 1. Start the white golf ball near the lower-left area of the course. The ball is a white circle with a dark outline and a small pink accent dot. The target cup is near the upper-right area: draw a dark navy circular hole, with a white vertical flagpole rising from it and a hot-pink triangular flag. The player sinks the putt when the ball reaches the cup while moving slowly enough; then stop the ball and show the completion modal with heading “Hole Complete!”, text “You finished in N strokes.” (use singular “stroke” when N is 1), and change the button to “Play Again.” The play-again button resets the hole and stroke count. Aiming and controls: support mouse and touch through pointer events. The player must press/drag starting within roughly 34 pixels of the ball, then drag away from the ball to choose direction and power; release to shoot. The shot direction is opposite the drag direction (pull back from the ball like a golf shot). Clamp the drag magnitude to 170 pixels, use it as a visible power amount, and ignore pulls shorter than 10 pixels. Convert the pull into ball velocity and increment the stroke counter on every valid shot. While aiming, render a cream dashed line from the ball in the launch direction and display a dark label near the ball reading “POWER X%”, where X is the clamped pull strength as a percentage. Capture the pointer during the drag so touch controls work reliably. Physics and obstacles: apply friction/deceleration continuously so the ball eventually stops. Leave a faint short white dotted/trail history behind a moving ball. Keep the ball inside the course and bounce it off the four inner boundaries with damped velocity. Include these obstacles at fixed positions relative to the course: - Two pink rounded rectangular ramps, one around 30% across and 60% down the course, sized about 110×42 and slightly rotated counterclockwise; the other around 63% across and 34% down, about 120×42 and slightly rotated clockwise. Decorate each with a cream trapezoid/stripe. When the moving ball overlaps a ramp, boost its velocity (about 1.18×) and add a small upward-style kick. - A central rotating purple spinner around 49% across and 54% down, a rounded bar about 110 pixels long with white circular end caps. Rotate it continuously and make it collide like a bar, slightly boosting the rebound. - A rotating orange sweeper around 79% across and 70% down, about 95 pixels long with white circular end caps. Rotate it continuously in the opposite direction and make it collide like a bar, also slightly boosting the rebound. - Two animated yellow circular bumpers, one around 22% across and 28% down and one around 78% across and 23% down. Give them dark outlines and a simple two-dot face. Move each bumper subtly in an orbit/oscillation; on collision, push the ball outward with a strong fixed rebound. Draw all moving obstacles and the ball with thick dark outlines and rounded geometry. Animate the spinner, sweeper, and bumpers while the game is running. Use a capped animation timestep for stable motion. Do not add extra holes, score systems, lives, ammo, menus, enemies, or features beyond this single playable hole and its stroke count.