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Fizz Fling

Shake your phone to build up the fizz in a soda bottle, tilt it to aim, and see how far the cap flies — and how far the spray follows.

Fizz Fling: the orange bubble splash, beside shaking the bottle, the cap popping off, and a new best of 141.8 metres

About the project

A 3D party game for the phone’s browser, built in one session on 2026-09-30. Five seconds of shaking fills a pressure meter; three seconds of tilting leans the bottle to an angle; then the cap pops and flies down a park field with gravity, air drag, wind, bounces and a roll, while hundreds of soda droplets arc out behind it and splash foam on the grass. The score is where the cap stops plus the furthest splat. Solo keeps a personal best; party mode passes one phone round two to six players.

A second round the same day added four drinks — orange, cola, sirap bandung and sparkling water — each with its own label and fizz but balanced to within 10%; a target mode where you lob the cap into a park bin built in Blender; the pop in slow motion with a replay button; and a share button that sends your result from the phone as a picture. Because nobody could shake a real phone during the build, a check feeds the real web game synthetic accelerometer events in both Android’s and the iPhone’s formats and confirms that tilting aims and shaking builds pressure the way the game says it does.

Every 3D model — the bottle with its soda and printed label, the cap, the picnic table, trees, signs, flag and fence — is built by one Python script driven inside Blender through the Blender MCP. The phone’s motion sensors are read by JavaScript in the page, which also asks the iPhone for permission on the first tap, and the throw physics lives in one scene-free file so 45 headless checks and 9 in a real browser can prove it: the best angle comes out at 42°, matching the on-screen hint. Sound is all CC0.

Godot 4GDScript3DBlender MCPMobile webMotion controls