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Arcade › Cascade Gems
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.
Nobody has said anything about Cascade Gems yet. Play it, then tell Oleg Sidorkin what you would add next.
Cascade Gems 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 Cascade Gems 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 mobile-friendly 3D match-3 puzzle game titled “Cascade Gems,” using a dark, polished Three.js-style presentation. Show an 8x8 board of colorful faceted gem pieces on a square dark navy platform with visible blue-purple grid lines. Use a fixed elevated perspective camera looking down from the front (roughly 42-degree perspective), with the board centered and filling most of the screen. The scene background should be a deep navy radial-gradient/fog-like space, lit with soft cool ambient light, a bright directional key light, and a subtle purple fill light. Gems should be glossy, slightly emissive, rotating low-poly/octagonal or octahedron-like stones with soft shadows. Use exactly six gem types/colors: Ruby red/pink, Aqua cyan/blue, Sun yellow, Mint green, Violet purple, and Amber orange. At the beginning of each game, generate a full 8x8 board randomly while preventing any immediate horizontal or vertical run of three. The player interacts by tapping/clicking gems: tap one gem to select it, displaying a rotating white ring on the board beneath it; tap it again or tap empty space to deselect. Tap a second gem next to it orthogonally (up, down, left, or right) to swap the two gems. If the swap does not create a horizontal or vertical match of at least three, animate the swap and then reverse it without consuming a move. Valid swaps consume one of 30 moves. Ignore input while pieces are resolving or after game over. When three or more identical gems line up horizontally or vertically, clear the matched gems, award 10 points per cleared gem multiplied by the current chain combo, and show a brief large toast such as “Matched 3!” or “Chain x2! +N.” Gems above empty spaces should fall downward into the gaps and new random gems should spawn from above the board, with smooth falling animations. Continue automatically checking for matches after each refill; each successive cascade increases the combo multiplier, and reset the combo to x1 once the board settles. The HUD combo should show the active multiplier as x1, x2, etc. The board must support overlapping horizontal and vertical matches without double-counting cells. Implement special gems created by long matches. A match of exactly four creates a bonus on the middle matched cell: a horizontal four-match creates a “Row Blaster” with a glowing white horizontal ring marker, and a vertical four-match creates a “Column Blaster” with a glowing vertical ring marker. A match of five or more creates a “Rainbow Star,” visually marked by a small pale-yellow tetrahedral star and glowing halo. Preserve the bonus in the middle cell rather than clearing it. When a bonus gem is cleared, a Row Blaster clears its entire row, a Column Blaster clears its entire column, and a Rainbow Star clears all gems of its own color. If a Rainbow Star is swapped with a normal gem, clear all gems matching the other gem’s color. Bonus effects can expand a clear and trigger further bonus effects; show a brief “Bonus made! +N,” “Bonuses made! +N,” or “Bonus blast! +N” toast as appropriate. Score bonus-cleared gems using the same 10-points-per-gem times active-combo rule. Place a fixed HTML-style HUD over the scene. At the top, show a translucent dark rounded panel containing three statistics labeled SCORE, MOVES, and COMBO, initially 0, 30, and x1. Put a prominent rounded gradient “Restart” button at the upper right. At the bottom center, show a translucent instruction panel reading: “Tap two neighboring gems to swap. Matches of 3+ clear, gems fall, and chain reactions multiply your score.” Display combo/clear feedback near the upper-middle of the screen in large bold white text with a warm yellow glow. After the 30th valid move finishes resolving, stop gameplay and show a centered translucent game-over panel with “Game Over,” the final formatted score, and a yellow “Play Again” button that starts a fresh board and resets score, moves, combo, and all gems. Keep the interface responsive for portrait mobile screens and desktop, prevent page scrolling, and support both pointer/touch and mouse input. Animate gems with smooth movement, gentle continuous rotation, subtle bobbing, and shrinking/spinning pop effects when they are cleared.