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Arcade › Wrecking Swing

Wrecking Swing

  • 3d
  • arcade
  • demolition
  • physics
  • low-poly
  • 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. MindFlow built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Wrecking Swing yet. Play it, then tell MindFlow what you would add next.

Make your own game

Wrecking Swing was built by MindFlow 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 Wrecking Swing 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 Wrecking Swing

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 arcade demolition game titled “Wrecking Swing,” using Three.js or an equivalent real-time 3D engine. Show a fixed, elevated three-quarter perspective over a stylized city work road: a blue-gray sky/background with light fog, a dark gray ground yard, and a dark asphalt road running horizontally/deep into the scene with short yellow dashed lane markings. Use soft shadows, ambient hemisphere lighting, a warm directional sun, mild tone mapping, and a clean low-poly/toy-like aesthetic.

Place a large yellow/orange wrecking crane on the left side of the scene. It has a round weighted base, a tall rectangular yellow mast, a long horizontal orange-brown boom extending toward the buildings, and a dark counterweight behind the mast. At the boom’s outer end, suspend a dark charcoal wrecking ball on a thin black cable. Add a small orange metal band around the ball. The ball is the player-controlled object and should visibly swing around its overhead pivot.

Place three adjacent stylized commercial/apartment buildings along the road on the right/front side. They should be light gray/white modular city buildings with many evenly spaced blue-gray framed windows, darker roof edges/parapets, rooftop details, and varied heights/scales. Load or model three building meshes corresponding to a taller left building and two neighboring buildings. Each building starts with 2 hit points. On collision with the wrecking ball, make the building shake briefly and emit a burst of small blocky debris. A hit that does not destroy it gives partial progress; the second hit demolishes it, marks it dead, emits another larger debris burst, and makes the building slowly lean/settle downward. Keep destroyed buildings visible in their fallen/tilted state rather than instantly removing them.

Core mechanic: the player aims the swing by dragging horizontally anywhere on the play area. Horizontal drag changes the target swing angle, clamped to roughly -1.15 to +1.15 radians, and fills a horizontal power meter according to the absolute aim angle. Releasing the pointer launches the ball if there is meaningful power. During launch, interpolate the pivot from neutral to the selected angle over about 0.48 seconds with easing, check for collisions at the end of the outward swing, then return the ball to neutral over about 0.66 seconds. While swinging, rotate the ball and its orange band to communicate motion. Do not allow another swing until the current outward-and-return animation is complete. Also support pressing Space to swing; if there is little/no aim power, Space should select a strong default angle and launch. Include a prominent “SWING” button in the lower-right that performs the same action, also using the strong default angle when no aim has been set. Pointer/touch input should work, and clicking the button must not also trigger world dragging.

The goal is to demolish all three buildings. Award progress as a percentage: a non-destroying hit contributes 25 divided by the number of buildings, and a demolition contributes 100 divided by the number of buildings, so the HUD reaches 100% after all are destroyed. Display a clear completion state such as “City block cleared — reset to play again” and prevent further swings after completion. Include a Reset button that restores all buildings to full health, upright visible positions, clears debris, resets score/progress and swing state, and allows play again. There is no implemented countdown timer: do not add a functional timer merely because the instructional text mentions one.

HUD should be HTML/CSS overlaid on the canvas. In the upper-left, use a translucent nearly-black rounded panel with blur/shadow containing an amber uppercase “WRECKING SWING” title, a large percentage score initially “0%,” a smaller building-demolition status such as “0/3 buildings demolished,” and the instruction “Drag to aim · release or press SPACE to swing.” Centered near the top, show a dark translucent pill reading “Knock the city block down before the timer runs out” (this is instructional flavor text only, not a real timer). Put a pale gray rounded “Reset” button at upper-right. Put a dark horizontal power bar at lower-left with a colored gradient fill from green through yellow to red. Put a large amber rounded “SWING” button at lower-right with dark bold text. Make the layout responsive so the hint moves lower on narrow screens and the panels/buttons remain usable on mobile. Ensure the final camera composition clearly shows the crane, suspended ball, road, and all three buildings, matching the attached screenshot’s clean, softly lit low-poly demolition-game presentation.

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