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Around the World

  • match-3
  • casual
  • puzzle
  • comic
  • travel
  • adventure
  • browser
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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. Cristi o built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Around the World yet. Play it, then tell Cristi o what you would add next.

Make your own game

Around the World was built by Cristi o 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 Around the World 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 Around the World

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 a responsive browser game titled “Around the World in 1000 Stages,” presented as a comic-book travel adventure. It should be a playable UI game, not a static mockup, with a centered paper-colored game shell on a pale blue page background, thick dark navy/black outlines, offset comic-style box shadows, cream panels, coral-red header, navy-blue headings, gold buttons, and occasional mint gradients. Use a serif editorial/comic look for major headings and Arial-like bold sans-serif text for controls and labels.

The outer game frame is a large bordered card, roughly 1200×900 maximum, with a coral header reading “Around the World in 1000 Stages” in uppercase. On the right of the header always show resource pills for hearts/lives (initially 5/5) and current stage (initially Stage 1/1700). The game persists the player name and highest stage locally.

On first launch, show a name-entry introduction screen. The left bordered panel has a yellow notice reading “A comic-book adventure across 1,700 stages,” a large navy uppercase headline “PACK YOUR CURIOSITY,” story text explaining that Christina has a headband, suitcase, and a hunch that a rare book dealer is hiding at the end of the world’s longest treasure hunt, a “Choose your player name” label, a text input with placeholder “Your name,” and a navy “Start the story” button. The right panel is a pale mint/yellow travel-stamp panel with a faint airplane and a tilted dashed red ticket reading “ONE SUITCASE / ONE BIG MYSTERY.” Require a nonempty name, then open the comic introduction.

The home/menu screen after naming has a two-column hero. The left white comic panel contains a yellow notice “Chapter 1 · Airport · Christina’s journey begins,” headline “Adventure in every match,” text about helping Christina travel the world and solve comic-book mysteries, and a current mission to find the boarding pass hidden in airport match-3 stages. Provide buttons “Play Stage [current stage]” and “Open ComicBook.” The right decorative ticket panel shows a boarding pass with text such as “BOARDING PASS,” “CHRISTINA,” “HOME → LONDON,” and “Gate 1000 · Window seat.” Below it, show four bordered menu cards: “🗺️ World Map” with “Follow the 1,700-stage route,” “✉️ Stamp Album” with collected stamp count, “📸 SelfBook” with travel memories, and “🛍️ Shop” with lives/name/keepsakes. Also show a profile panel with a Christina woman avatar emoji/illustration, player name, “Highest stage reached,” and the saved high score.

Include a two-page comic-book sequence. Each page is a tan/cream bordered comic sheet made from five outlined panels in a varied grid layout, with speech bubbles, large emoji-like art, and captions. Page 1 is titled “Page 1 · The call” and covers: Christina finding a letter inside an old atlas with “Find the book before it finds you,” tightening her headband and packing her suitcase, a first clue pointing to England and a missing boarding pass, checking the fridge and finding only a sandwich, and grabbing her passport to begin the journey. Page 2 is titled “Page 2 · Airport antics” and covers rolling suitcases in the waiting area, an attendant asking for help finding a lost boarding pass with “Match three to clear the way!”, suspicious airport coffee, a trench-coat figure at Gate 9, and the final gate opening toward England/Stonehenge. Provide Menu and Next page buttons; after page 2 the next button starts the match-3 stage.

The main game is an 8×8 tap/click match-3 board. The board is in a large blue/mint airport-themed panel with a heading “Airport · Stage [number]” and subtitle “Relaxing match-3.” Every ninth stage is a “FINAL CHALLENGE · timed” stage and instead displays a notice “⏱️ Boarding closes in 45s.” Fill the grid with six colored tile types, each displaying a clear travel/adventure symbol: airplane, suitcase, compass, books, key, and star (emoji-style icons are acceptable). Use six distinct tile background colors matching coral, gold, mint, periwinkle blue, pink/purple, and orange. The board begins with no automatic matches.

The player selects one tile, then another orthogonally neighboring tile to swap them. If the swap does not create a match, reverse it. A valid match is three or more identical symbols horizontally or vertically; clear all tiles in every match, add the number of cleared tiles to the quest progress, let tiles fall downward, and refill empty spaces randomly. Continue resolving cascades until no matches remain. Highlight the selected tile with a white outline, brightness boost, and slight scale-up. The right sidebar contains an outlined “Quest item” card with a large boarding-pass/ticket icon, the objective “Find Christina’s boarding pass,” a mint progress meter, and text “[cleared matches] / [goal] matches cleared.” The initial goal is 10 plus half the stage number rounded down, capped at 18 from stage 9 onward. Also show a “How to play” card explaining that the player taps two neighboring tiles to swap, matches three or more symbols, and clears the quest meter; mention that the last stage of each location is timed and harder. Beneath the board show nine stage dots numbered 1–9, with completed dots gold and the current dot coral.

When the progress goal is reached, advance to the next stage (up to 1700), save the high score, and return to the home screen. On timed ninth stages, start a 45-second countdown; if it expires before the goal is reached, remove one life (never below zero) and return to the home screen. Provide an Exit/Menu button during play. Do not invent combat, jumping, physics, or other action mechanics: the core interaction is strictly swapping adjacent match-3 tiles to clear the boarding-pass quest.

Add supporting screens accessible from the home menu. World Map shows a notice about the route being larger than a suitcase, a “Play current stage” button, and a grid of outlined location cards with these travel chapters and stage ranges/descriptions: Airport (Stages 1–9, boarding gates/luggage/skybridges); Stonehenge, England (10–25); White Sands, USA (26–35); Grand Canyon, USA (36–48); Mammoth Cave, USA (49–62); Horseshoe Canyon, USA (63–78); Mesa Verde, USA (79–96); Chaco Culture, USA (97–111); Poverty Point, USA (130–144); Los Guachimontones, Mexico (145–160); Chichén Itzá, Mexico (161–177); Sian Ka’an, Mexico (195–212); Easter Island (249–267); Saqqara, Egypt (375–395); Giza Plateau, Egypt (440–461); Louvre, France (857–887); British Museum, London (903–931); Great Zimbabwe (1064–1079); Petra, Jordan (1385–1399); Angkor Wat (1415–1427); Terracotta Army, China (1442–1463); National Museum of Korea (stage 1670); Seoul Airport / Home (1680–1700). Initially make later locations visibly faded/locked until progression advances.

Stamp Album shows a grid of colorful travel-memory cards with emojis/landmarks such as airplane, moai, desert, ruins, elephant, palm, brick, and volcano; completed stages are “Collected stamp,” while future cards say “Locked stamp” and the required stage. SelfBook shows a notice that travel selfies unlock with quest-givers at the end of each location chapter, and cards for Christina, The Gate Attendant, The English Antiquarian, The Desert Guide, The Museum Curator, and The Seoul Lecturer, with later characters locked until progression. Shop shows coming-soon cards for “Remove Ads forever €9.99,” “Unlimited lives · 1 day €0.49,” and “Unlimited lives · 1 week €0.99,” plus a working “Change name €0.99” action that prompts for a replacement player name. Keep all secondary screens navigable back to Menu.

Use responsive behavior: on narrow screens stack the hero and match-3/sidebar columns, make the menu two columns, and make the comic grid collapse to two columns. Preserve the bold thick-outline comic travel-journal aesthetic, clear readable UI, and touch-friendly controls throughout.

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