Arcade › BRAIN TWIST
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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-friendly 2D casual puzzle game titled “BRAIN TWIST.” Use a responsive portrait-first layout, with a warm cream/white background and a centered app column (maximum about 760px wide). The visual style is very clean, playful, and pastel: rounded cards and buttons, soft shadows, dark blue-gray text, purple/pink gradient brand mark, and simple flat vector drawings made from circles, rounded rectangles, lines, and emoji-like animal details. The main header contains a purple/pink rounded square with a star symbol, the BRAIN TWIST wordmark, a progress pill such as “1 / 20,” and a LEVELS button. Below it show “LEVEL N” and the current short question. The game area is a large white rounded rectangle with a subtle border/shadow, containing the puzzle canvas. Under it put two large rounded controls: “💡 HINT 0/3” and “↻ RESTART.” Support mouse and touch pointer dragging. The core game is a sequence of 20 small trick puzzles. Each level has a nonstandard visual interaction and a hidden intended solution; do not make it a conventional quiz. Successful completion triggers a short success sound, purple-tinted completion overlay, colorful confetti, and a modal card saying “Nice twist!” (or “CONGRATULATIONS!” after the final level), “Puzzle solved. Next twist unlocked.”, a 1–3 star rating, REPLAY and NEXT buttons. Incorrect actions increment attempts, play a bad sound, briefly shake the scene, and show a dark toast with a clue-like failure message. Award 3 stars initially, reducing based on failed attempts (score is max(1, 3 - floor(attempts/2))); retain the best star count per level. Persist unlocked level and stars in local storage. Start with level 1 unlocked; completing a level unlocks the next. The LEVELS screen is a full overlay with “Pick a level,” BACK, and a 4-column grid of 20 rounded level buttons, locked buttons showing a lock and completed levels showing gold stars. Use a sparse decorative background inside the canvas: off-white fill and nine tiny pastel dots (yellow, pink, mint, blue). Draw these 20 exact puzzle scenes and interactions: 1. “FIND THE DIFFERENT ONE” / “Can you find the different one?” Show the heading “9 tiny twists — one is off” and a 3x3 grid of nine blue rounded tiles with purple circular faces; one tile (the center-ish sixth tile) is yellow with a coral face and a tiny different white mouth/detail. Tapping that sixth tile solves it; tapping another says it looks normal. 2. “WAKE HIM UP” / “Wake him up!” Show a simple purple bed/room, a sleeping cute character, pink curtains, and a yellow sun. The player drags the sun into the central room area to wake the character; the sun changes the curtains/character to an awake state. 3. “WHICH GLASS HAS MORE?” / “Which glass has the most water?” Show three translucent glasses labeled A, B, C, with different widths/heights and blue water levels. The trick answer is the wide middle glass B, based on actual amount rather than apparent water height; dragging/releasing B solves it, while A or C gives “Measure the shape, not the height.” 4. “HELP THE CAT” / “Help the cat get the fish.” Show a cat on the left, a fish on the right, a low green floor and a raised orange platform, plus a draggable brown box. The instruction says “Move something into a ramp.” Drag the box into position to form a yellow path/ramp from the cat side, then place it near the center to solve. 5. “COUNT CAREFULLY” / “How many animals are there?” Show five visible pastel dog/rabbit-like animals and one additional hidden animal under/behind a yellow-orange cover. The scene says “Somebody is hiding.” and “Tap each animal you spot.” The player must discover/count the hidden one. 6. “THE WRONG DOOR” / “Which door leads outside?” Show three large pastel doors (coral, blue, purple), each with a knob. Add a small green breeze/quiet clue above the purple third door. Drag/tap the third door to solve; the others fail with “Look for the quiet clue.” 7. “MAKE THE ICE CREAM” / “Make an ice cream.” Show an empty waffle cone and three draggable scoops: pink/coral, purple, and brown. The pink scoop is the intended one; place it on the cone to solve. Wrong scoops produce a silly failure such as “That is not ice cream...” and the nearby character changes expression. 8. “SAVE THE BALLOON” / “Save the balloon!” Show a pink balloon with string and a red triangular spike hazard. The instruction says “Move the pointy thing!” Drag the spike away from the balloon by more than 100 pixels; the balloon becomes safe and displays “SAFE!” 9. “WHO IS LYING?” / “Who is lying?” Show three cute characters with colored circular clues/items beneath them and the captions “lost my sock,” “I was here,” and “saw a sock.” The middle character is truthful/intended answer and has a sock clue; select the middle character. 10. “FIX THE CLOCK” / “Make it show 12:00.” Show a large round clock with tick marks, center pin, coral hour hand and purple minute hand. Let the user drag the hand(s); when both are pointing straight up at 12, solve it. The scene heading says “Set both hands to twelve.” 11. “GET THE KEY” / “Get the key.” Show a mint outlined locked box with a visible gold key/lock detail and a red horseshoe-like magnet. Drag the magnet close enough to the key (within roughly 120 pixels) to open the box and solve; after opening display the key and “KEY!” 12. “WHICH SHADOW?” / “Which shadow belongs to the cat?” Show a cute cat above three dark silhouette choices labeled A, B, C. The left silhouette is cat-like with ears and tail; the others resemble a bird and dog. Select the first/left shadow. 13. “DON’T TOUCH THE RED BUTTON” / “Do NOT press the red button.” Show a large tempting red circular button labeled “NO!” and a separate lever on a pale panel. The red button is a trap and fails if pressed. Instead interact with the lever; it turns green, the nearby character wakes, and the level succeeds. 14. “HELP THE THIRSTY CHARACTER” / “Give him something to drink.” Show a sleepy character on the left and three objects: a blue bottle, a coral shoe, and a yellow hat. Drag/select the bottle to the character to solve; the other objects are decoys. 15. “FIND THE HIDDEN STAR” / “Find the hidden star.” Show a large brown object and a mint object/furniture on a sparse scene, with a small gold star hidden near the right side behind/around the furniture. Move/interact with the furniture/object (any pointer action on the right-side hiding area) to reveal the star and solve. 16. “CROSS THE ROAD” / “Help him cross safely.” Show a dark gray road spanning the scene, a yellow center line, continuously moving blue and coral cars, a cute hero on the left, and a green GO circle on the right. Clicking/dragging in the road starts the crossing; after a short timing interval, if still crossing, the character reaches safety and succeeds. Keep the cars moving. 17. “LIGHT THE ROOM” / “Turn on the light.” Start with a dark blue-gray room, a switch high on the right, and a brown stool low on the left. The trick is to drag the stool underneath the switch, not simply click it. Once positioned under the switch, turn the scene bright cream/yellow, show “Bright idea!”, and solve. 18. “SAVE THE CAKE” / “Save the cake!” Show a pink cake with red cherry on a brown platform and a sleepy guard/character. The instruction says “Block the wobble — not the cake.” Drag/place a brown block in the center under/near the platform to stabilize it and solve. 19. “REMEMBER THE ORDER” / “Repeat the order.” Show four large colored circular buttons in order: coral/red, yellow, green, blue. First automatically show a sequence [green, coral, blue, yellow] for about 2.2 seconds with heading “Watch!” Then hide the sequence and let the player click the buttons in that exact order; wrong input resets and says “Start the pattern again.” Completing all four solves. 20. “THE FINAL TRICK” / “Can you solve the final puzzle?” Show a pale blue box/room, a brown movable box, a lever, and a hidden coral/gold star clue. The instruction says “Find the clue. Then twist the room.” First click the lever to reveal “CLUE: box → lever → star”; then move/click the box so it slides away; finally click the revealed star to solve. On completion show “CONGRATULATIONS!” and “20 / 20 LEVELS COMPLETE,” with a PLAY AGAIN button that returns to level 1. Include three hints per round. The HINT button increments a 0/3 counter and displays these level-specific clue messages: level 1 “One shape has a tiny detail.”; 2 “Warm light wakes sleepy minds.”; 3 “Compare width and water level.”; 4 “The room itself can become a path.”; 5 “Count the ears, even the hidden ones.”; 6 “A breeze can reveal an exit.”; 7 “The cone needs something cold.”; 8 “Move the danger, not the balloon.”; 9 “One clue is wearing the wrong thing.”; 10 “Both hands point straight up.”; 11 “Metal and magnets get along.”; 12 “Cats have very specific silhouettes.”; 13 “The red button wants attention.”; 14 “A bottle knows what to do.”; 15 “Furniture can hide tiny stars.”; 16 “Wait for a gap.”; 17 “Bring the floor to the switch.”; 18 “A block can stop a wobble.”; 19 “Memory is about order, not speed.”; 20 “Try the lever, then the box.” Use simple synthesized positive/bad feedback sounds if supported, rounded typography, responsive sizing, and no 3D camera or complex scenery.