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Arcade › Candy Flow

Candy Flow

  • puzzle
  • flow
  • grid
  • casual
  • mobile
  • drag-and-connect
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Candy Flow yet. Play it, then tell Oleg Sidorkin what you would add next.

Make your own game

Candy Flow was built by Oleg Sidorkin 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 Candy Flow 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.

Read the build brief for Candy Flow

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 mobile/desktop puzzle game titled “Candy Flow.” It is a Flow Free-style pipe-connecting game on a centered 6×6 square grid. The player must connect every pair of matching colored candy dots by dragging an orthogonal path through adjacent cells; paths cannot cross, every one of the 36 cells must be filled, and the level is complete only when all color pairs are connected and coverage is 100%.

Use a clean, soft, candy-like visual style: white page background with very subtle pink/blue radial gradients, dark slate text, rounded controls, pale gray-blue borders, and soft shadows. The board should be a large rounded white square with a slightly inset off-white/light-lavender playing area, thin light grid lines, and optional small pale glow dots in empty cells. Draw pipes as thick rounded strokes in bright candy colors with a translucent white highlight along the top edge. Endpoints are large glowing circular candies with a small white shine spot near the upper-left. Use these colors: red/pink #ff4f7b, blue #25b7ff, green #19d780, yellow #ffc83d, purple #8a65ff, orange #ff8a34, and teal #22d6d2.

Interaction: support mouse, touch, and pointer dragging. Start a pipe by pressing an endpoint or an existing segment, then drag cell to cell in the four cardinal directions. Releasing ends the current path. A pipe may be redrawn from either endpoint or any occupied cell of its color; starting a new path clears that color’s old path. Dragging backward over the current path truncates it. A path may occupy empty cells or erase non-endpoint sections of an opposing pipe, but it may not pass through another color’s endpoint. Keep partial paths after release so they can be overwritten later. Add a subtle halo around the currently active pipe tip. Count a move when a changed drag is released. Play very soft synthesized pop tones for drawing, conflicts, successful connections, hints, and previews, with a Settings checkbox to disable sound.

Build 10 fixed, solvable levels, persisted in localStorage with the current level and each level’s best move count. Show these level titles/progress labels: “6x6 Warmup” (1/10), “6x6 Basic” (2/10), “6x6 Turns” (3/10), “6x6 Switchback” (4/10), “6x6 Mirror” (5/10), “6x6 Spiral” (6/10), “6x6 Rotate” (7/10), “6x6 Ribbon” (8/10), “6x6 Compass” (9/10), and “6x6 Finale” (10/10). The levels use the exact fixed pair layouts/solutions from the source game: Warmup is a horizontal serpentine 6×6 fill split into color path lengths 8,10,8,10 for red, blue, green, yellow; Basic is the handmade solution with red path (0,0)-(0,1)-(1,1)-(1,0)-(2,0), blue (0,2)-(0,3)-(1,3)-(1,2)-(2,2)-(2,1)-(3,1)-(3,0)-(4,0)-(5,0), green (0,4)-(0,5)-(1,5)-(2,5)-(2,4)-(1,4), yellow (3,2)-(3,3)-(2,3), purple (3,4)-(3,5)-(4,5)-(5,5)-(5,4)-(4,4), orange (4,1)-(5,1)-(5,2)-(4,2), teal (4,3)-(5,3). Turns is a clockwise spiral fill split 7,5,8,6,10 among red, blue, green, yellow, purple. Switchback is a vertical serpentine fill split 6,8,5,7,10 among red, blue, green, yellow, purple. Mirror is the Basic layout mirrored horizontally. Spiral is the reverse clockwise spiral fill split 4,7,5,6,8,6 among red, blue, green, yellow, purple, orange. Rotate is the Basic layout rotated 90 degrees clockwise. Ribbon is the reverse horizontal serpentine fill split 5,4,7,6,4,5,5 among red, blue, green, yellow, purple, orange, teal. Compass is the Basic layout rotated 180 degrees. Finale is a clockwise spiral fill split 3,6,4,7,5,4,7 among red, blue, green, yellow, purple, orange, teal. Interpret grid coordinates as row 0–5 and column 0–5, and derive each pair from the first and last cell of each listed path; each level’s solution must cover all 36 cells without overlap.

Top UI: a responsive header with a back arrow button, bold “Candy Flow” title, the current level label, a Restart pill/button, and a settings gear. Include four compact stat cards labeled Flow (connected/total), Moves, Best (best move count or an em dash), and Pipe (filled-cell percentage). On smaller screens place the stats on a second row and turn Restart into a circular refresh icon.

Bottom UI: rounded yellow Hint button with a lightbulb and remaining count, rounded pale-blue Peek button with an eye, and instructional text “Drag from a colored dot to its matching dot. Pipes cannot cross.” Start each level with 3 hints. Hint selects the first currently unconnected color, clears conflicting non-endpoint pipe sections, places that color’s complete solution path, consumes one hint and counts as a move. Peek briefly shows all solution paths at low opacity for about 2.4 seconds with a small “Solution preview” label, without completing the puzzle. Include keyboard shortcuts where appropriate: R restart, H hint, P peek, left/right arrows change levels, Escape closes settings.

On a win, show a centered blurred translucent overlay and rounded white card with a green circular checkmark, “Level Complete” (or “Perfect Flow” after the final level), explanatory text, and a gradient blue-to-purple button reading “Next Level” or “Replay Finale.” The next level button advances through the ten levels. Settings should be a modal sheet with toggles for “Soft sound effects” and “Show empty-cell glow,” a level picker showing 1–10 and each level’s flow count, and a Done button. Use responsive sizing so the board fits the available viewport, preserve touch-friendly controls, and ensure the board remains square.

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