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Arcade › Block Slide
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Sara Emanuely built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Block Slide yet. Play it, then tell Sara Emanuely what you would add next.
Block Slide was built by Sara Emanuely 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 Block Slide 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 responsive 2D browser puzzle game titled “Block Slide,” presented as a polished dark ice-grid interface. Use a centered single-column layout on a near-black navy background, with the game sized for both mobile and desktop. At the top, show a header: large bold uppercase “BLOCK SLIDE,” the subtitle “ICE GRID PUZZLE,” a moves stat card, a level stat card, and a gold rounded “RESET” button. Below, place a square board in a rounded dark-blue frame with a subtle diagonal gradient, inner highlight, and soft shadow. Under the board show the instructional text “Slide until you hit a wall. Reach the gold tile.” At the bottom provide four large rounded directional buttons in a D-pad arrangement: up centered above left/down/right. Buttons should use white triangle arrow glyphs, dark blue fills, subtle highlights/shadows, and a pressed-state shift. Also support keyboard arrows and WASD, plus pointer/touch input on the controls. Prevent page scrolling during play. The board is a grid-based ice sliding puzzle rendered on a square canvas. Implement three sequential levels with dimensions and exact layouts as follows. Coordinates are zero-based, with x increasing right and y increasing down. Level 1 is 7x7: player start (1,5), gold goal (5,1), walls: outer border segments [(0,0)-(0,6), (6,0)-(6,6), (0,0)-(6,0), (0,6)-(6,6)], plus [(2,1)-(2,4), (4,2)-(4,5), (1,3)-(3,3), (3,1)-(5,1)]. Level 2 is 8x8: player start (1,6), goal (6,1), walls: outer border [(0,0)-(0,7), (7,0)-(7,7), (0,0)-(7,0), (0,7)-(7,7)], plus [(2,1)-(2,5), (5,2)-(5,6), (1,3)-(4,3), (3,5)-(6,5), (4,1)-(6,1)]. Level 3 is 9x9: player start (1,7), goal (7,1), walls: outer border [(0,0)-(0,8), (8,0)-(8,8), (0,0)-(8,0), (0,8)-(8,8)], plus [(2,1)-(2,6), (4,2)-(4,7), (6,1)-(6,5), (1,3)-(5,3), (3,5)-(7,5), (3,7)-(5,7), (4,1)-(7,1)]. Draw wall segments as thick blue-gray bars aligned to grid edges/cells, and make the outer border contain the sliding area. Core mechanic: when the player chooses a direction, the glowing blue player block slides continuously through empty grid cells in that direction until the next cell contains a wall; stop in the last available cell before the wall. A move that does not change position does not increment the move count. A valid slide increments MOVES by one. The player cannot leave the board because the perimeter walls stop it. If the player lands on the gold goal tile, mark the level won and stop accepting movement as a normal slide. The gold target is a rounded gold square occupying roughly 62% of its grid cell and contains a pale star. The player is a rounded square occupying roughly 66% of its cell, filled with a bright cyan-to-blue radial gradient and a small pale highlight dot near its upper-left. At the beginning of each level set moves to 0 and show the current level number (1, 2, or 3). Reset returns the current level to its original start position, clears the move count and win state, and restores the default hint. Upon reaching a goal on levels 1 or 2, change the hint to “Goal reached — tap a direction for the next level.” The next directional input advances to the next level and resets it rather than moving. Upon winning level 3, show “All levels clear — you mastered the slide!” and display a clear/completion indication on the board; the next directional input loops back to level 1 and resets it. While won, do not perform a slide before advancing/resetting. Use a clean minimal visual style matching the screenshot: alternating very dark navy grid-cell fills, rounded cell corners and small gaps, thick muted blue walls, gold target, luminous blue player, white/pale-blue typography, and generous rounded corners. The canvas should resize responsively to its square container and cap device pixel ratio for crisp rendering. The stats should visibly update after every valid move and level transition. Include accessible labels for the board, reset button, and movement controls.