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Billiard Roguelike — real-time kinetic billiards meets boon-stacking action roguelike.
Translation pending
GamesHTML · JavaScriptGitHub @onlinestuff4me-sketchOnlineOwner unconfirmed
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Repo for a billiard roguelike game
Translation pending
Taken from the repository README
Loading the full README. The saved excerpt is shown below.
Strategic billiards with a scorecard and a boon-stacking roguelike on top.
A portrait (9:16) mobile web prototype built with Vite + Three.js.
You are the cue ball. Every room is a static rack: nothing moves until you shoot,
so read it for as long as you like — then spend one of the few shots you have.
A ball is never destroyed by being hit, only by being knocked into a pocket. The
contract says what has to go down; the shots you don't spend are worth more
than most of the ones you do.Read the full README ↗Trick-shot billiards on a grid of light, with a boon-stacking roguelike on top.
What the game is meant to do lives in specs/; the design history is in docs/.
A portrait (9:16) mobile web prototype built with Vite + Three.js.
You are the cue ball. Every room is a static rack: nothing moves until you shoot, so read it for as long as you like — then spend one of the few shots you have. A ball is never destroyed by being hit, only by being knocked into a pocket. The contract says what has to go down; the shots you don't spend are worth more than most of the ones you do.
npm install
npm run dev # http://localhost:5173 (also served on your LAN for phone testing)
npm run build # production bundle in dist/
npm run preview # serve the built bundle
Requires Node 20.19+ (or 22.12+). No other setup, no assets to download — all geometry is procedural and all audio is synthesised at runtime.
| Input | Action |
|---|---|
| Hold | Aim. The table is already frozen — there is no clock on this |
| Drag | Pull the cue — distance from the ball is power, direction is ball − thumb |
| Release | Fire. One shot |
| Tap while the table is moving | Spend a freeze charge: stop it, aim again, resume. No shot |
Fill the contract, then slingshot into a door to take its reward.
| Doc | Contents |
|---|---|
docs/GDD.md | Core loop, multiplier & momentum system, 4-phase boon engine, hybrid level generation |
docs/STYLE_GUIDE.md | "Dark Velvet Cyber-Billiards" visual language, procedural audio palette, enemy silhouettes |
docs/ARCHITECTURE.md | Module graph, loop/physics separation, git milestone & rollback workflow |
src/
├── main.js bootstrap · loop · system wiring · FX
├── config.js every balance constant, the palette, all feel curves
├── core/
│ ├── Engine.js time dilation · hit-stop · camera shake
│ ├── InputManager.js pointer state machine (aim / drag / flick)
│ └── AudioManager.js procedural Web Audio synthesis
├── entities/
│ ├── Player.js cue ball, focus gauge, ribbon trail
│ └── Enemy.js Solids · Stripes · Heavy Eight-Balls
├── systems/
│ ├── PhysicsSystem.js sweeps, rebounds, caroms, pockets, trajectory prediction
│ ├── Rules.js contracts, the shot budget, the multiplier ladder, score
│ ├── Table.js pocket capture + the mint and red objects on the felt
│ ├── BoonSystem.js 4-phase hook registry + card offers
│ ├── Tutorial.js the five teaching boards
│ └── RoomManager.js layout pool + racking + doors
└── ui/
├── HUD.js health · radial focus · room · combo · door labels
└── BoonModal.js 3-card reward overlay
| Tag | Contents |
|---|---|
v0.1-docs-scaffold | Design docs, project scaffold, table rendering |
v0.2-core-physics | Input, slingshot, bullet-time, trajectory prediction |
v0.3-combat-carom | Enemy archetypes, billiard collisions, caroms, audio |
v0.4-boons-progression | 4-phase boon engine, hybrid rooms, HUD & boon modal |
(unreleased) v0.5 | Static rack, contracts, shot budget, pockets, scorecard, freeze |
(unreleased) v0.6 | Pockets as architecture, the five-channel palette, plain words |
See docs/ARCHITECTURE.md#7-git-versioning--rollback-workflow
for the rollback recipes.
Everything that affects feel lives in src/config.js — time
dilation, focus economy, chain multipliers, hit-stop, shake, enemy stat blocks,
threat budgets and the palette. A balance pass should be a one-file diff.
The visual and verbal system the table is built to — four families, one word each,
and the order they are taught in — lives in design/system/ and
is published as a canvas. Every color decision in src/config.js traces back to
the allocation on the first board there.