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Arcade › Bazaar Match 3D
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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 mobile-first 3D casual matching game titled “Bazaar Match 3D.” Use a full-screen portrait-friendly presentation with a warm vertical background gradient from orange/yellow at the top through coral and pink to deep purple at the bottom. Use bold rounded display typography similar to Baloo 2, white text with strong magenta/dark-purple offset shadows, colorful rounded buttons, and soft drop shadows. Core camera and playfield: render a Three.js-style perspective scene from a slightly elevated, front-facing angle looking down into a large decorative bowl on a market stall counter. The play area is a deep circular heap/bowl with a teal/turquoise patterned exterior, a yellow rim accent, and pink dot decoration. The bowl sits on a red/maroon counter cloth with a small repeating pattern and bright yellow/teal trim. Behind it is a colorful striped bazaar drape, two rows of sagging multicolored string lights, and four glowing paper lanterns. Place a few static market/toy props around the counter edges. Use soft shadows, warm lighting, fog, and a playful polished low-poly/asset-pack look. At the beginning of each level, create a randomized heap of physical 3D objects inside the bowl. Objects should be individual selectable items with varied rotations, gravity, collisions, settling/bouncing, rolling, and a bowl boundary so they visibly pile up. The level contains several item types, with exactly two complete sets of three for each active type. The 10 levels progressively use 4, 5, 6, 7, 8, 9, 10, 11, 13, and 15 item types; each level has a timer of 100, 105, 110, 115, 120, 120, 125, 125, 135, and 140 seconds respectively. Available market objects include mangoes, bananas, teacups, red cricket balls, multicolored glass bangles, sprinkle sweet/donut rings, spice jars, toy cars, kites, pink cushions, oranges, pineapples, cupcakes, apples, and ice-cream cups. Use a mixture of loaded food/toy models and simple colorful modeled substitutes. Normalize their sizes so they appear as similarly sized small objects in the bowl. Interaction and rules: the player taps an item in the heap, or drags/slides over the heap and releases, to select a visible object. Highlight the selected/hovered item with a warm golden glow and slight lift. The object flies/attaches into a horizontal bottom tray. The tray starts with 7 slots; selected objects are inserted next to an existing item of the same type when possible. When three identical objects are in the tray, animate the trio together, make them pop/merge and disappear, award points, and show colorful sparkles/particles and floating score text. Clear every object in the bowl and tray to win. The player loses if the tray fills or the timer reaches zero. A quick succession of matches builds a combo streak: each match awards 100 multiplied by the current combo number, with the streak expiring after several seconds. Remaining time awards an additional 10 points per second on victory. Award 1, 2, or 3 stars based on the fraction of time remaining: at least half time remaining gives 3 stars, at least one quarter gives 2, otherwise 1. HUD during play: at the top show a home button, centered chips for “Level N,” a countdown timer, and an icon/count for remaining items. On the right show pause, sound/mute, and help buttons. Below the top bar show a combo progress bar and “Streak xN” text when a combo is active. Put the tray near the bottom center as a brown/dark wooden rounded container with a yellow border, containing cream-colored rounded slots; an added slot uses a pale teal style. Along the bottom show four booster buttons with icons, labels, and count badges: Undo, Shuffle, Magnet, and Slot. Undo returns the last selected tray item to the bowl; Shuffle launches/shakes heap objects to rearrange them; Magnet pulls a matching set from the tray/heap into a merge; Slot adds one extra tray slot once per level. Give the player daily-limited booster counts stored persistently: Undo 3, Shuffle 3, Magnet 3, Slot 2, refilled/reset by date. Show brief instructional toast tips such as matching three, picking from the top, keeping tray slots free, and using boosters. If the player is idle, show a pulsing circular hand/finger hint around a suggested topmost item. Screens and flow: begin with a loading screen reading “Setting up the bazaar...” and a white progress bar. Then show the title overlay exactly as a cheerful menu: large stacked “Bazaar Match 3D,” subtitle “Tap, match three, clear the stall!”, a large yellow/orange PLAY button, and a turquoise “How to Play” button. PLAY opens a level-select card titled “Choose a Stall,” with 10 rounded level buttons in a 5-column grid, each showing its number and up to three stars, plus total stars out of 30 and daily booster information. The How to Play card explains tapping items into the tray, matching three identical items, clearing before the tray/timer fails, combos, stars, and the four boosters; include keyboard accessibility instructions (arrows/select, Space pick, U/S/G/E boosters, P pause, M mute). During play, pause opens a translucent overlay card with “Paused,” Resume, Restart, and Level Select. Victory opens a results card titled “Stall Cleared!” with animated one-to-three stars, score, time bonus, best score, Retry, Next, and Level Select. Failure uses “Tray Full!” or “Time’s Up!” and explains remaining bowl items, with Retry and navigation options. After level 10, show a celebratory “MISSION COMPLETED” screen saying the bazaar is spotless, reporting total stars out of 30, with Level Select and Play Level 10 Again. Use colorful particle bursts for matches, boosters, victory, and the final celebration; use subtle camera shake on matches/failure. Include soft synthesized background chords and short cheerful sound effects for picking, landing, matching, boosters, stars, win, and fail, with mute persistence and optional vibration feedback on supported mobile devices. Persist per-level best scores and stars locally. Keep the interface touch-friendly, with rounded controls, high contrast, safe-area spacing, and responsive scaling for portrait mobile screens, while supporting mouse and keyboard input on desktop. Do not add game systems beyond the described bowl heap, tray matching, timer, score/combo, stars, boosters, level progression, and UI flow.