Arcade › Around The World
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.
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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.
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.
Create a polished responsive browser game titled “Around The World,” presented as a literary travel scrapbook/adventure called “The Christina Chronicles: Around the World in 1700 Stages.” It is a single-player match-3 journey with a strong narrative and collection layer. Overall presentation: use a warm cream/parchment interface with dark evergreen text, muted wine-red accents, antique gold borders, thin beige rules, serif headings reminiscent of a travel journal, and clean sans-serif UI text. The visual language is an elegant illustrated scrapbook/passport: postcards, stamps, paper cards, passport frames, comic panels, photographed keepsakes, and destination concept art. Use scenic full-bleed backgrounds behind gameplay, with a translucent dark overlay so the board remains readable. The experience should work on desktop and mobile. Persistent shell: at the top show a brand/compass mark and the title “THE CHRISTINA CHRONICLES,” with the subtitle “Around the World in 1700 Stages.” Show a five-heart lives display and a circular profile button. Add navigation links for Home, World map, Stamp Album, SelfBook, Comic Book, Shop, and Leaderboard/profile. Lives begin at 5, are spent when starting normal stages, and regenerate one per hour; progress is saved locally on the device. Include a small footer indicating this is a browser prototype/progress is saved locally and a sound toggle. Home screen: make a large editorial hero section. On the left show the eyebrow “A WORLD OF STORIES. ONE EXTRAORDINARY JOURNEY.”, the title “Around the World” and italic “in 1700 Stages,” followed by: “A mysterious letter. A book nobody can find. And a whole world between you and the answer.” Include a prominent “Begin your journey →” button, changing to “Continue your journey” after progress exists, plus the next destination and stage. On the right show Christina, a brown-haired traveler with a colorful headband and camera, framed like a slightly rotated printed photograph, with a paper tag reading “THE WORLD IS WAITING” and a caption saying Christina’s next chapter starts with you. Below are three collection links: “Your world in stamps,” “Faces along the way,” and “A story worth keeping.” Narrative setup: on first play ask for a traveler name (3–20 letters/numbers/spaces/underscore); the player plays as Christina. The story begins at an airport and follows Christina’s search for Eleanor’s missing “Atlas of Unfinished Journeys.” The journey consists of 1700 ordered stages grouped into destination chapters. The visible itinerary travels through Airport/England, the Americas, Africa, Europe, Asia, and finally Home. Use destination chapters and characters from the supplied data: examples include Airport with Mara and a boarding pass, Stonehenge with Arthur and a carved stone rubbing, White Sands with June and a sand-glass compass, Grand Canyon with Eli and a copper trail token, and later chapters such as the Jiuzhaigou National Park chapter with Lin and the Atlas of Unfinished Journeys. Each chapter has a hook, missing quest item, character, humorous quip, country, theme, and stage range. Chapters unlock in order, while the map can show locked previews. Before the first stage of each chapter, show a modal comic/story introduction with four panels. Each panel has scenic art, a speech-like line, and caption text. The opening chapter introduces Eleanor’s letter, Christina’s camera/passport, the England trip, and Mara needing help finding a boarding pass. Other chapters introduce the destination, the character’s missing item, a quip, and the next clue. Keep the story text in a parchment dialog with an explicit Continue button. Core gameplay: each stage is an 8 by 8 match-3 board. The player selects two neighboring tiles horizontally or vertically to swap them. A swap only succeeds if it creates a line of three or more identical pieces; otherwise reverse the swap and display “That swap makes no match. Try another pair.” Matching lines horizontally and vertically clear, collapse downward, and refill with random pieces. Cascades continue automatically, award more points per cascade, and animate matched pieces shrinking/fading. If the board has no valid moves, automatically reshuffle it. Tile colors are six soft travel/scrapbook colors—teal, gold, blue, rose, lavender, and tan—with simple thematic glyphs or icons inside them. Make tiles keyboard/focus accessible and label them by row, column, and piece name. Stage objectives and difficulty: each stage asks the player to collect three specific piece types, shown in a left parchment stats panel as icons and counters. Normal stages have 36 moves and target counts approximately 10/8/6; every seventh stage is medium difficulty with 28 moves and targets 13/11/8; the penultimate stage of each chapter is a hard challenge with 23 moves and targets 18/16/12; the final stage of each chapter is a timed hard finale with 45 moves and a 90-second countdown, with the left panel emphasizing “Time left.” Display score, moves/time, collection targets, and a narrative quest panel on the right. The quest panel names the local chapter character and says “Find the [quest item],” includes a progress bar and the stage keepsake. The stage title identifies destination and stage number and includes labels such as “Timed chapter finale · Hard,” “Hard challenge,” or “Take your time. Enjoy the journey.” Gameplay tools: beneath the board show a hint button that briefly highlights a valid swap, a shuffle button with 2 uses per stage that creates a fresh valid board, and a hammer button with 3 uses that lets the player click one piece to collect it directly. Clearly show remaining tool counts. Add a “Save & return” button. Include subtle cascade messages such as “3 pieces collected!” and “Cascade ×2 · Keep the journey moving!” Stage results and progression: winning awards points and saves the highest completed stage, completed-stage records, best scores, and the active board locally. Unlock the next stage, and at chapter finales award the destination stamp, friendship memory, avatar/badge progress, and the quest item. Show a parchment completion dialog with a celebratory icon, contextual narrative such as “A new friend. A new horizon.” or a major story reveal, the score and stage, and buttons to continue, go Home, or open the album at stage 1700. At major milestones preserve the story: around stage 1500 Christina finds/purchases the atlas from Lin, around stage 1680 the book returns to Eleanor, and at stage 1700 the journey closes with every stamp, clue, and face collected. Losing a normal stage should consume the life through the existing life system and offer retry/return behavior; timed stages fail when the timer reaches zero. World map: create a parchment “The world is your story” page with a scenic atlas overview and the route text “Airport → England → the Americas → Africa → Europe → Asia → Home.” Show chapter cards in a responsive grid with destination art, chapter number, destination name, country, stage range, and status (“Stamp collected,” “Your journey continues,” or “Preview chapter”). Include a search box for destination/country/stage and a country filter. Clicking a chapter opens a detail modal with art, hook, character quest, missing item, and every stage button; final two stages are visually marked as hard/timed. Collections: implement three book-like pages. The Stamp Album shows destination cards with stamp styling, stage ranges and collected/locked status. The SelfBook shows scrapbook portrait-style cards titled with the destination character and Christina, with locked cards greyed until chapters are cleared. The Comic Book shows each chapter’s four-panel story introduction and supports paging through all chapters. Use parchment book styling, page controls, destination jump selector, and collection totals. It is acceptable for concept-art samples to be reused as scenic references, but preserve the intended distinction between airport, home/Christina, and destination scenes. Profile/leaderboard: provide a traveler passport page showing the chosen name, highest stage, number of destinations and badges, Christina or an unlocked character-initial avatar, selectable unlocked character avatars, passport frame choices, and destination badges. Include a local-only leaderboard table with rank, traveler, and stage, explicitly labeling it “On this device” and explaining global rankings are not connected. Shop: include a parchment shop preview with cards for “Remove ads forever,” “Unlimited lives · 1 day,” “Unlimited lives · 1 week,” and “Change traveler name,” with the shown prices €9.99, €0.49, €0.99, and €0.99. These are previews only: clicking one opens a dialog explaining no payment is taken and no entitlement is activated. Audio/art direction: support a looping travel music track and optional sound effects for cascades, with sound off available. Use the supplied airport, Christina portrait, reference/destination, passport, comic, and collection art when available. Keep the mood cozy, mysterious, optimistic, worldly, and lightly humorous—not competitive or combat-focused. Avoid enemies, weapons, physics, 3D camera movement, or unrelated arcade elements; the main interactive mechanic is the accessible 8x8 match-3 board embedded in a narrative travel scrapbook.