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Smash the DummyAI · Claude 3.5

Game information

Drag, drop, and destroy! Create hilarious ragdoll chaos in this stress-busting 3D physics playground.

TypeRagdoll Physics Sandbox
ResolutionResponsive
OrientationPortrait
PlatformsPC Web / H5 Mobile
StoragelocalStorage
Authorlsk
Date2026-07-07

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Core Game Loop and Mechanics

Smash the Dummy is a 3D casual physics game centered around satisfying, humorous destruction. The core loop is simple and immediately gratifying:

  1. Observe - Player sees a ragdoll dummy in a scenario with interactive objects (drill, car, explosives, etc.)
  2. Interact - Player drags the dummy or objects using touch/mouse to set up the destruction
  3. Watch - Physics simulation plays out with exaggerated, cartoonish results
  4. Complete - Level ends when the dummy is "eliminated" (health reaches zero or specific condition met)
  5. Progress - Player moves to the next level with a new destruction scenario

What Makes It Compelling:

  • Instant gratification from physics interactions
  • Curiosity about what absurd scenario comes next
  • Stress relief through consequence-free destruction
  • Humor from exaggerated ragdoll reactions
  • Simple controls make it accessible to everyone

Win Condition: Successfully eliminate the dummy in each level Lose Condition: None - players can experiment freely until they succeed

Starting Scope

For the first iteration, we'll implement a highly polished, minimal viable experience that demonstrates the core appeal:

Implement Now:

  • One complete level: The Drill scenario (as shown in reference image)
  • Full 3D ragdoll physics with articulated joints (head, torso, upper arms, lower arms, upper legs, lower legs)
  • Drag-and-drop interaction for both dummy and the drill
  • Basic health system that depletes when drill contacts dummy
  • Simple particle effects for impact/destruction
  • Level complete screen with "Next Level" button (that restarts the same level for now)
  • Smooth camera positioning to frame the action
  • Touch and mouse controls

Add Later (Future Iterations):

  • Additional levels (car traffic, explosives, etc.)
  • Level selection menu
  • More complex environmental interactions
  • Sound effects and background music
  • More elaborate particle systems
  • Slow-motion replay feature
  • Different dummy skins/customization

Game Perspective

3D Third-Person Fixed Camera

The game uses a 3D perspective with a fixed camera angle that frames each level like a diorama. The camera is positioned to:

  • Show the entire scene clearly (dummy and interactive objects)
  • Provide depth perception for 3D physics
  • Maintain a slightly elevated angle (30-45 degrees) looking down at the scene
  • Stay static during gameplay (no camera controls needed)

This perspective allows players to:

  • Clearly see the ragdoll's physics reactions in 3D space
  • Easily target objects for dragging
  • Appreciate the spatial relationships between objects
  • Enjoy the cartoonish destruction from an optimal viewing angle

Game World and Level Design

Level 1: The Drill

Environment:

  • Simple ground plane (light blue-gray concrete texture)
  • Minimal background (soft gradient sky, light blue to white)
  • Clean, uncluttered space focusing attention on the dummy and drill

Layout:

  • Ragdoll dummy lying flat on the ground in the center-bottom of the scene
  • Yellow power drill suspended above the dummy (approximately 2-3 dummy-heights up)
  • Drill is initially held by an invisible force (or simple rope/chain visual)
  • Ground has a subtle shadow beneath the dummy

Interactive Elements:

  • Ragdoll Dummy: Can be dragged by any body part; all joints react with physics
  • Power Drill: Can be dragged downward toward the dummy; has a spinning drill bit that deals damage on contact

Physics Setup:

  • Dummy has realistic weight and joint constraints
  • Drill has significant mass and momentum when dropped
  • Contact between drill bit and dummy triggers:
    • Health depletion
    • Ragdoll reaction (limbs flail, body recoils)
    • Particle effects (small debris/sparks)
    • Drill continues through if momentum is sufficient

Win Condition:

  • Dummy's health reaches zero (achieved by sustained drill contact)
  • Victory screen appears with "Level Complete!" message

Spatial Dimensions:

  • Ground plane: ~10x10 units
  • Dummy: ~1.5 units tall when standing
  • Drill: ~0.8 units long
  • Initial drill height: ~4 units above ground

Edit Mode Design

For the starting scope, edit mode will be minimal to keep focus on gameplay polish:

Editable Properties:

  • Dummy Color: RGB color picker to change the dummy's body color (default: yellow/tan)
  • Drill Color: RGB color picker to change the drill's body color (default: yellow)
  • Gravity Strength: Slider (0.5x to 2x normal gravity) to make physics faster or floatier
  • Drill Damage: Slider (0.5x to 2x) to adjust how quickly the drill eliminates the dummy

Edit Mode UI:

  • Simple panel on the right side with labeled controls
  • "Reset Level" button to return to starting positions
  • "Play Mode" button to exit edit mode

Constraints:

  • Colors limited to reasonable ranges (no pure black/white to maintain visibility)
  • Gravity can't be zero or negative (would break gameplay)
  • Drill damage can't be zero (would make level unwinnable)

Future Edit Mode Features (not in starting scope):

  • Position adjustment for dummy and drill
  • Additional interactive objects
  • Custom level creation

Control Design

3D Third-Person Fixed Camera Controls

This is a casual 3D game with a fixed camera, so controls are minimal and focused on drag-and-drop interaction.

Mobile (Touch):

  • Tap and Hold on dummy or drill to grab it
  • Drag finger to move the grabbed object in 3D space
    • Horizontal movement: moves object left/right and forward/back (parallel to ground plane)
    • Vertical movement: moves object up/down
    • Movement is constrained to feel natural (dummy can't fly off screen, drill can only move downward)
  • Release to drop the object and let physics take over
  • Tap empty space: no action (prevents accidental interactions)

Desktop (Mouse):

  • Click and Hold on dummy or drill to grab it
  • Drag mouse to move the grabbed object in 3D space
    • Same movement constraints as touch
    • Mouse position maps to 3D world position using raycasting
  • Release mouse button to drop the object
  • Click empty space: no action

Interaction Details:

  • Objects highlight slightly when hovered/touched (subtle glow or outline)
  • Grabbed objects follow cursor/finger smoothly with slight lag for natural feel
  • Physics are temporarily disabled on grabbed objects (re-enabled on release)
  • Drill can only be moved downward (Y-axis constraint) to prevent players from moving it away
  • Dummy can be moved freely within reasonable bounds

No Complex Controls Needed:

  • No camera controls (fixed camera)
  • No keyboard input required
  • No virtual joysticks
  • No multiple simultaneous touches needed

Input State Management:

  • Track single touch/mouse interaction at a time
  • Clear input state on window blur
  • Prevent default browser behaviors for touch events

Art Style and Visual Theme

Cartoonish Low-Poly 3D Style

The game uses a clean, colorful, low-poly 3D aesthetic that emphasizes humor over realism:

Visual Style:

  • Low-poly models with smooth shading (not flat-shaded)
  • Bright, saturated colors (yellows, blues, oranges)
  • Minimal textures - mostly solid colors with subtle gradients
  • Simple lighting - single directional light with soft shadows
  • Clean, uncluttered - focus on the action, minimal background detail

Color Palette:

  • Dummy: Warm yellow/tan (#F4C542) with darker brown joints (#8B4513)
  • Drill: Bright yellow body (#FFD700), black/dark gray handle (#2C2C2C), metallic drill bit (#C0C0C0)
  • Ground: Light blue-gray (#B0C4DE)
  • Sky: Soft gradient from light blue (#87CEEB) to white (#FFFFFF)
  • Effects: Bright orange/yellow sparks (#FF6B35, #FFC300)

Asset Approach:

  • Ragdoll Dummy: Generated 3D model asset (low-poly humanoid with visible joints)
  • Power Drill: Generated 3D model asset (stylized power tool)
  • Ground & Sky: Rendered with code (simple plane and gradient background)
  • Particles: Rendered with code (simple geometric shapes)

Consistency:

  • All 3D models share the same low-poly, smooth-shaded style
  • Consistent lighting angle across all assets (top-down, slightly angled)
  • Same level of detail/polygon count across models
  • Unified color saturation and brightness

Technical Considerations:

  • Models should be optimized for web (low polygon count: 500-2000 triangles per model)
  • Transparent backgrounds for model renders
  • Consistent scale (dummy ~1.5 units tall)
  • Clear silhouettes for easy recognition