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Wobble Blast

  • 3d
  • first-person
  • arcade
  • shooter
  • mobile
  • wave-based
  • cartoon
0
Remix it Discord

2 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. masonryan25 built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wobble Blast yet. Play it, then tell masonryan25 what you would add next.

Make your own game

Wobble Blast was built by masonryan25 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 Wobble Blast 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 Wobble Blast

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 mobile-friendly first-person 3D cartoon shooting-gallery game titled “Wobble Blast,” using a Three.js-like renderer. The player stands stationary at the origin at eye height (camera around y=1.7) in a large open square gray plaza. Use a pale gray background with fog, a matte light-gray floor extending roughly 40 units in each direction, and a subtle square grid overlay across the floor. Add soft white/gray hemisphere and directional lighting. Around the distant perimeter, place a ring of many simple pale-gray rectangular building silhouettes of varied widths, depths, and heights, leaving the central plaza open and hazy.

At the beginning show a full-screen translucent dark radial-gradient overlay with a slight blur. Center the large bold yellow title “WOBBLE BLAST,” with a darker gold offset shadow. Under it display: “Wobbly googly-eyed monsters are invading the plaza. Knock them all down as fast as you can. Drag to aim, tap to fire.” Add a large rounded pill-shaped START button with a yellow-to-orange gradient, dark text, and a darker orange drop shadow. Pressing START hides this overlay, resets the game, and begins wave 1.

The game is an aim-and-shoot loop. The camera is first-person and does not move position, but rotates by yaw and pitch. On touch/pointer input, dragging aims: horizontal drag changes yaw and vertical drag changes pitch, with pitch clamped to about +/-0.62 radians. A short tap without meaningful movement fires. Also support desktop convenience controls: WASD or arrow keys adjust aim, and Space fires. Always shoot a ray from the exact screen center toward the crosshair; the first alive monster body part intersected is hit. There is no ammunition, health, enemy attack, player movement, or game-over mechanic.

Render a chunky cartoon ray gun attached to the camera at the bottom center of view: a red boxy barrel/body, a dark muzzle ring, and a dark angled grip. Give it a tiny idle bob while active and a brief backward recoil on firing. Show a brief yellow additive muzzle flash near the muzzle and a brief soft yellow-white circular flash around the center after a successful hit or firing effect.

Create wobbly googly-eyed monsters as assembled simple 3D primitives. Each monster is a rounded colored sphere body, a smaller sphere head above it, two protruding white spherical eyes with small black pupils facing toward the player, long dark gray capsule-like arms hanging diagonally from the sides, and two long dark gray capsule-like legs. Use bright cartoon monster body colors from a green, pink, and yellow palette, randomize the color and a slight overall scale variation per monster. Place monsters randomly in a ring about 7–18 units from the player, around the full 360-degree plaza, and rotate each to face the origin. While alive, animate each with a gentle vertical sinusoidal bob and slight side-to-side/forward tilt so they visibly wobble.

Wave 1 contains 5 monsters (3 + 2 times the wave number). When all living monsters are hit, delay about 0.9 seconds and spawn the next wave, increasing the count by two each wave (wave n has 3 + 2n monsters). Keep dead monsters briefly visible on the ground before removing them. A successful hit awards 100 points. On hit, make the monster fall away from the player: tip it toward roughly 90 degrees, add some randomized tumble/spin, lower it with gravity until it rests on the floor, and emit a burst of about seven tiny colored particles that spray upward/outward, spin, shrink, and fade. Missed shots should create a small pale impact-particle puff where the ray intersects the floor.

Add a fixed transparent HUD over the 3D scene. Across the top, show four compact dark translucent rounded cards with subtle light borders and blur, labeled in uppercase: WAVE, SCORE, LEFT, TIME. Show their values: current wave, score, number of living monsters remaining, and elapsed time to one decimal place. In the center display a 64px circular crosshair with a thin white ring, four short white cardinal ticks extending just outside it, a tiny red center dot, and a faint shadow. Along the bottom center show the instruction “Drag to aim · Tap to shoot” while active; use “Clear the wave to advance” when inactive/transitioning. Keep the visual style polished, sparse, and playful: gray foggy geometric arena, bright smooth toy-like monsters, dark translucent HUD, white crosshair, and bold yellow/orange title/button. Ensure the layout works on portrait mobile screens as well as desktop.

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