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Agar Drift

  • 2.5d
  • puzzle
  • arcade
  • agar
  • microscopic
  • maze
  • split-merge
0
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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. Mariana Muntean built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Agar Drift yet. Play it, then tell Mariana Muntean what you would add next.

Make your own game

Agar Drift was built by Mariana Muntean 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 Agar Drift 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 Agar Drift

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.

Recreate “Agar Drift” as a browser-based 2.5D puzzle game viewed from a fixed high, slightly angled orthographic camera over a rectangular microscopic lab dish. The whole screen is a pale aqua/turquoise translucent agar surface with a soft glassy rim, subtle shadows, bloom-like glows, rounded translucent teal agar walls, and a clean mint/white HUD overlaid on top. Keep the camera fixed and show the complete maze area; do not use a following camera.

The player controls one or more soft, rounded amoeba/blob cells. Use the supplied organic blob-style character asset if available; render it as a semi-transparent, brightly glowing cellular creature with a colored core, soft halo, gentle squash/stretch and idle/walking animation. The screenshot shows large rounded purple/lavender blob bodies with hot-pink rims and white glow, while the intended loaded player asset is a softened green/turquoise blob—preserve the soft translucent glowing look rather than a hard-edged cartoon character. Start with one cell of mass 4. Cell radius is proportional to the square root of mass, so larger cells are visibly larger and move more slowly; smaller split cells can pass through narrower channels.

Core controls: clicking or dragging anywhere in the dish sets a normalized movement direction for all living cells, directed from the average living-cell position toward the pointer. Also support WASD and arrow keys for movement. Movement should have smooth acceleration/deceleration, with cells colliding against the circular dish boundary and rounded rectangular walls; blocked motion should bounce/stop softly. Provide mobile-friendly bottom pill buttons: “Split ␣”, “Merge M”, and “Restart R”. Space or Split divides the currently largest living cell (if at least 0.8 mass) into two equal-mass cells, up to 8 living cells. Place the children on nearby valid sides of the parent so splitting works in tight corridors; a split cell is smaller and faster. M or Merge combines nearby living cells when their radii plus a small tolerance overlap, conserving total mass and positioning the result at the mass-weighted center. Splitting and merging should have a small click feedback sound if audio is available.

The goal on every dish is to collect enough total living mass and bring that mass onto a glowing cyan exit membrane. A cell counts toward the exit when it overlaps the exit circle; require the level’s target mass to remain in the exit briefly before winning. Yellow glowing star-like nutrient pickups rotate/pulse, disappear when absorbed, and add their listed mass to the cell. Purple translucent toxin pools pulse/rotate and continuously drain mass while a cell overlaps them. In the final level, bright green hostile spiky blob microbes patrol back and forth along visible paths; contact drains mass and pushes the player away. A cell dies and disappears when its mass falls to 0.25 or less. Lose if all cells/mass are destroyed, or if every remaining cell is stuck for a long period while steering.

Build exactly three sequential levels, with a win overlay and next/retry flow. Level 1 is named “Thin Channel,” starts at approximately (-7.2,-3.1), has goal mass 6 and exit at (7.5,3.2), and is a maze of teal walls with narrow vertical channels. Place glowing nutrients around (-4.0,-3.1), (-0.3,2.65), (3.35,-3.6), and (6.65,0.45), and purple toxins around (-0.3,-1.15) and (3.65,2.55). The walls should form the compact channel layout shown: outer bounds plus vertical barriers near x=-5.6, -1.9, 1.6, and 5.0 with alternating openings, so the initial full-size cell must split to squeeze through some gaps.

Level 2 is named “Two Gel Switches,” starts at (-7,0), has goal mass 7 and exit at (7.4,0), and uses vertical alternating barriers near x=-3.3, 0.65, and 4.6. Add yellow gel switches at approximately (-1.15,-3.3) and (-1.15,3.25). A switch is pressed while any living cell overlaps it, changing its glow from yellow to green. A blue translucent gel gate near x=4.6 spanning roughly z=-1.2 through 2.2 remains solid until both switches are pressed, then becomes invisible/non-colliding. Include nutrients around (-5.25,-3.3), (-5.25,3.1), (-1.25,0), (2.75,-3.2), and (2.8,3.2), plus a purple toxin near (1.8,0).

Level 3 is named “Microbe Patrol,” starts at (-7.2,3.3), has goal mass 9 and exit at (7.35,-3.2). Use the maze barriers from the implementation: long horizontal/vertical teal walls creating narrow routes, including barriers around (-5,-2.2), (-1.8,0.8), (-5,3.3), and (3.55,-5) / (3.55,1.52). Place nutrients around (-7.1,-0.6), (-2.9,3.45), (0.65,-3.45), (5.75,1.55), and (5.85,-3.25). Place toxins around (-2.2,-0.7), (2.15,2.7), and (6,-0.95). Add two bright green hostile blob patrols: one traveling repeatedly between approximately (-6.8,-3.45) and (-0.7,-3.45), and one between (1.2,-0.55) and (6.6,-0.55), at slow speeds.

HUD styling: use a fixed full-screen overlay with dark teal text, white translucent rounded panels, subtle teal borders, blur and soft shadows. At top show “Level N: [name]”, “Mass current/goal” with one decimal, and “1 cell”/“N cells”. Below it show the instruction text: “Click or drag in the dish to steer. Split to squeeze through narrow channels and hold gel switches; merge when cells touch.” At bottom center show the three pill controls. On loss or victory, pause gameplay and show a centered translucent panel: victory title “Membrane crossed” and a sentence saying how much mass reached the exit, with “Next dish” (or replay from start after level 3); failure title “Culture failed” and the appropriate retry explanation with “Retry dish”. Use a pale aqua background, translucent physical materials, rounded beveled wall geometry, additive white/yellow/cyan/purple glows, and soft overhead lighting to match the clean microscopic agar-dish aesthetic.

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