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Arcade › Cavalgo
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jean-Luc Wolff built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Cavalgo yet. Play it, then tell Jean-Luc Wolff what you would add next.
Cavalgo was built by Jean-Luc Wolff 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 Cavalgo 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 French-language single-player web puzzle game titled “Cavalgo — Le parcours du cavalier.” Use a refined editorial board-game aesthetic: warm ivory paper background with a subtle radial gradient, dark navy ink, cobalt blue primary accents, gold highlights, rounded cream cards, soft shadows, and large Georgia-style serif headings paired with a clean sans-serif UI font. The layout is a centered responsive shell with a narrow left information panel and a larger right game-board card on desktop; on small screens stack the panel above the board. The core game is a knight’s tour-style reveal puzzle. The player must reveal every square of a randomly generated square grid by moving a chess knight: exactly two squares in one direction and one perpendicular (the usual eight L-shaped moves). Start a new game at level 1 with a 5×5 grid. On each board, randomly place the knight; its starting cell is already revealed and displays a white chess-knight symbol on a dark navy/cobalt tile. Every unrevealed cell is a face-down jigsaw-puzzle-shaped tile. The revealed side shows a crop of one shared colorful image, with each grid cell displaying the correctly positioned section of that image; implement the pieces with interlocking jigsaw-style clipped edges and a subtle flip animation. The grid should be square and adapt through increasingly large boards. Only currently legal, unrevealed knight destinations are selectable. Outline accessible face-down cells with a strong gold border/glow. Clicking an inaccessible square does not move the knight and shows a dark rounded toast in French such as “Cette case n’est pas atteignable en L”. Clicking a legal normal tile moves the knight, reveals that tile with a 3D card flip, increments the revealed-case count, and recalculates the gold legal-move highlights. If all cells are revealed, show a success toast (“Grille remplie !”) and automatically advance after a short delay. If the knight has no legal moves before the board is complete, end that board with a failure state, remove valid highlights, show “Bloqué ! Recommence cette grille”, and tell the player that there are no more jumps and they must restart the grid. Clicking the current knight cell should do nothing. Progression: each level contains seven boards, shown as “1/7” through “7/7”. Complete seven boards to advance one level and reset the board counter to 1. Start at level 1 and cap progression at level 46. Use these grid sizes by level: 1–21 are 5×5 through 25×25; then 27×27, 29×29, 31×31, continuing odd sizes through 51×51, followed by 55×55, 59×59, 63×63, 67×67, 71×71, 75×75, 79×79, 83×83, 87×87, 91×91, 95×95, and 99×99. Label level bands in French: level 1 “DÉBUTANT”, levels 2–8 “APPRENTI”, levels 9–24 “EXPLORATEUR”, levels 25–45 “MAÎTRE”, and level 46 “GRAND MAÎTRE”. The header should show the current label and dimensions, such as “DÉBUTANT · 5×5”. At level 5 and above, randomly place question-mark tiles on legal-grid cells, with one question per board for levels 5–31, two for levels 32–43, and three for levels 44–46. A question tile has a gold gradient face and a bold “?” symbol. When the player legally clicks one, open a centered modal overlay titled “Case interrogatoire” with a French general-knowledge multiple-choice question and three answer buttons. Explain: “Choisis une réponse. Une erreur recommence la grille.” Use questions such as the red planet (Mars), 7×8 (56), largest ocean (Pacifique), author of The Little Prince (Antoine de Saint-Exupéry), element O (Oxygène), capital of Canada (Ottawa), Earth’s system (Le système solaire), a prime number (29), web page structure (HTML), and hexagon sides (6). A correct answer closes the modal, converts the question cell to normal, moves there, and shows “Bonne réponse — continue !”; a wrong answer closes it, shows “Mauvaise réponse — la grille recommence”, then regenerates the same board layout as a fresh randomized grid after a brief delay. Include an “Annuler” button to close the modal without moving. Include the currently present bonus concept in the implementation: a bonus tile uses a green gradient and “✦” symbol, and clicking a legal bonus tile increments the persistent bonus counter, converts it to a normal cell, shows “Case bonus gagnée ✦”, then moves. The code’s bonus placement is only attempted on level 9+ when the player already has a bonus, so it may not appear during a fresh playthrough; do not invent another way of awarding bonuses. The left panel should contain the brand “Cavalgo”, the large title “Le parcours du cavalier”, a short French explanation that the player turns over every image piece by visiting the grid like a chess knight, four stat cards for “Niveau”, “Grille”, “Cases” (revealed count), and “Bonus”, a cobalt button “Commencer une nouvelle partie”, and a rule legend explaining the L-shaped knight movement and gold accessible cells. The new-game button resets to level 1, board 1, and zero bonus, then creates a fresh random board. The right card should contain a top bar with the level/dimension eyebrow, a dynamic title initially “Prêt à jouer ?”, then “Retourne toute l’image” during play and “Partie terminée” when a board ends, plus a “Progression” bar and text like “1 / 25 cases.” Add a bottom hint initially saying “Clique sur le bouton pour générer une grille.” and during play “Clique sur une case dorée pour faire avancer le cavalier.”, alongside a small key label “L en L · clic”. Use French text throughout, rounded cards, responsive sizing, and toast notifications for feedback. There are no keyboard controls despite the visual key label; interaction is by clicking the button, grid cells, answer buttons, and modal cancel button.