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Arcade › Biryani Stack
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Biryani Stack was built by Amit 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 Biryani Stack 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.
Recreate a mobile-friendly 3D timing game titled “Biryani Stack.” Use a warm, colorful, polished low-poly restaurant/kitchen aesthetic with a Three.js-style perspective camera. The scene should show a round wooden table in the foreground, tiled warm orange floor, cream walls with orange trim, kitchen counters along the back and left walls, stove, sink, decorated refrigerator, shelves, bowls, plates, a stew pot, and floor crates of onions, tomatoes, and carrots. Add a festive garland of small glowing orange/yellow/pink lanterns around the upper wall edges. Use soft shadows, warm orange/pink lighting, slight atmospheric fog, and a rotating or gently moving menu camera. The playable camera is angled down toward the table and automatically follows the increasing height of the tower. Core gameplay: the player builds a vertical feast tower by dropping slabs/layers onto a gold tray on the round table. A rectangular piece continuously swings back and forth above the current top layer, alternating its movement axis between x and z for successive pieces. Tap/click anywhere in the play area, or press Space/Enter, to drop the moving piece. The first levels have a steady table; later levels visibly sway side-to-side and the player must time the drop with the motion. Ten selectable levels are available from the beginning. Targets and increasing challenge are: level 1 = 6 layers, level 2 = 8, level 3 = 10, level 4 = 12, level 5 = 13, level 6 = 15, level 7 = 16, level 8 = 18, level 9 = 20, level 10 = 22. Increase swing speed across levels from about 1.5 to 3.0, and introduce/increase sway from level 3 onward. Each layer should cycle visually through four food/tableware types: a terracotta metallic handi pot, saffron/orange speckled rice, a cream plate, and white speckled rice. Start with a 1.6 x 1.6 gold tray. A perfectly aligned drop, within a very small tolerance that becomes stricter at higher levels, snaps exactly to the center of the layer below, emits a pale gold glow, spark particles, a brief camera shake, and a positive “Perfect!” popup. Track consecutive Perfects as a combo; three consecutive Perfects slightly grow a reduced layer back toward the base size. Award 25 plus a combo bonus for a Perfect. If the piece overlaps only partly, slice off the overhanging section: retain only the overlapping portion, visibly spawn the cut-off chunk, let it tumble/fall away with rotation and particles, play a slice/drop effect, reset the combo, and award 10 points. This makes subsequent pieces narrower. If there is no overlap, the piece misses completely, falls away, the upper part of the tower topples, and the level ends in failure. Show an “Oops!” feedback moment and then a results screen. When the required target number of layers is reached, show a rotating golden goal ring near the target height, a celebratory burst of multicolored particles, and drop a large pot/crown-like serving object onto the top. Display “Feast Served!” and then a results card. Results should show whether the level was completed or the tower toppled, a score, perfect-drop count, and one to three stars based on perfect ratio: at least 60% Perfects gives 3 stars, at least 30% gives 2, otherwise 1 for a win. Persist each level’s best stars and show them on the level select grid with a total out of 30. After level 10, show a “MISSION COMPLETED” ending screen with the total stars and buttons for Level Select and Replay Level 10. HUD and screens: Match the screenshot’s large rounded, friendly food-game UI. Use the Baloo 2-like heavy rounded font, dark translucent brown panels, gold borders, cream text, orange/gold gradient buttons, deep brown shadows, and large gold title lettering with an orange shadow. The title screen must read “Biryani Stack,” include the subtitle “Stack pots, plates and fluffy rice layers into the tallest feast tower in the kitchen!”, a large Play button, a How to Play button, and a small loading message. Include a home button at upper left, help (?) and sound buttons at upper right; use large rounded cream/gold icon buttons. The level-select screen says “Choose a Level,” explains “All 10 levels are open. Taller towers, faster swings!”, displays a 5-by-2 grid of level buttons with star ratings and “★ 0 / 30” style total. During play, show centered top text like “Level 1 · 0/6,” an orange/gold progress bar, and a large score beneath. Show an initial animated pointing-hand hint saying “Tap anywhere to drop!”, short level banners such as “Level 1” and “Stack 6 layers,” contextual tips, and animated popups for Perfect, Oops, and Feast Served. Include pause, restart level, level select, retry, next, and finish flows. How-to-play text should explain: the piece swings above the tower; tap anywhere or press Space/click to drop; line it up for a Perfect that snaps and glows; overhang is sliced off; three Perfects grow the layer; later tables sway; reach the golden goal line to finish; missing completely makes the tower fall; more Perfects earn more stars. Support Space/Enter for dropping/primary actions, P or Escape for pause/resume, M for mute, mouse click, and touch anywhere. Include pause on window blur. Add looping upbeat music with a mute toggle persisted locally, short synthesized sounds for clicks, drops, slices, Perfects, failure, growth, and victory, and optional vibration feedback on mobile. Use responsive full-screen layout suitable for portrait mobile screens, with non-scrolling gameplay canvas and accessible large buttons.