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Wacky Putt

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  • 3d
  • mini-golf
  • arcade
  • sports
  • physics

How to play

Play right here in your browser without an account or download. Follow the controls shown in the game, and use Play fullscreen for a larger view.

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Made by Nash Ezekias Dagpin, with room for your ideas. Share what you enjoyed, what needs work, or how you could help.

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Make your own game

Wacky Putt was built by Nash Ezekias Dagpin 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.

Rebuild “Wacky Putt” as a single-hole, playful 3D mini-golf putting game. Use a fixed, high-angle near-top-down camera looking along a tall, narrow course: the green runs vertically on screen, with the starting ball near the bottom and the cup/flag near the top. Keep the whole course in view, with a slight perspective that gives the low-poly props visible height and soft shadows. The scene has a bright cyan sky/background and a vivid green rectangular putting surface with subtle alternating horizontal turf stripes, raised golden-yellow perimeter rails, and a dark green course base. Add a few small faceted colorful cone decorations outside the course.

The objective is to putt the small white ball from its starting position toward the cup. Place the ball at the near/bottom end and a dark circular cup with a slim white pole and small pink flag at the far/top end. The HUD identifies the game as WACKY PUTT, displays “Stroke 0 · Par 3” and a short state message such as “Aim for the cup!” or “Ball rolling…”. Include a clearly visible yellow “Restart hole” button in the upper-right. Show the instruction “Drag back from the ball, then release to putt” in a dark translucent rounded banner near the bottom, plus a slim power meter at the very bottom. During aiming, show a short dashed white guide from the ball in the intended direction and fill the power meter according to pull length.

Input: accept mouse or touch pointer dragging. While the ball is stationary, drag backward from the ball (opposite the desired shot direction) and release to launch it in the opposite direction. Longer pulls produce more power, capped at a maximum; increment the stroke count for each valid shot. Do not allow a new shot while the ball is rolling or after it is holed. Simulate ball movement with gradual friction, rail rebounds, and collision nudges. The cup only captures a sufficiently slow ball close to its center; when captured, stop it in the cup and end play until restart. Show a celebratory result toast: “HOLE IN ONE!” for a first-stroke finish, “BIRDIE!” at two or three strokes, otherwise “HOLED IT!”. Restart resets the ball, stroke count, motion, and hole state.

Make the course a compact obstacle course, not a plain putting lane: use colorful round/cylindrical bumpers distributed across the green; a long pink bar on a central pivot that sweeps back and forth; and a cyan horizontal sweeper bar near the far end that also oscillates. Include the playful windmill obstacle near the upper end, with rotating blades if available, and a couple of raised ramp/kicker obstacles along the lane. Ball impacts with bumpers and moving bars should deflect or nudge it so shots require timing and angle. Keep obstacles inside the rails and leave a navigable route toward the cup. Style all elements as cheerful, clean, low-poly arcade mini-golf: saturated greens, pink, cyan, orange, and yellow, simple geometric shapes, soft lighting, and readable mobile-friendly HUD. There is one hole and no lives, ammo, or extra game modes.

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