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Chain Sort

  • 3d
  • co-op
  • isometric
  • sorting
  • low-poly
  • arcade
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. Ege K. built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Chain Sort yet. Play it, then tell Ege K. what you would add next.

Make your own game

Chain Sort was built by Ege K. 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 Chain Sort 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 Chain Sort

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 browser-based 3D two-player cooperative sorting game titled “Chain Sort.” Use Three.js with a fixed angled isometric orthographic camera looking down from approximately (12, 12, 12) at the center of a square room. The world sits against a dark navy background with subtle fog. Render a simple colorful low-poly style with soft ambient and directional lighting, shadows, and an ACES-like cinematic tone.

Build a square 14-by-14 room with a dark slate-gray floor slab and four thick, light gray-white waist-high walls around its edges. Place a large vivid purple square rug, slightly raised above the floor, in the center. The room should be viewed diagonally so the front and side walls are prominent. Add soft contact shadows beneath objects and players.

There are two capsule-shaped player avatars standing near the center rug: Player 1 is cyan/blue and Player 2 is orange. Each has a small translucent colored circular marker on the floor beneath them. Connect their upper bodies with a clearly visible short black/dark-metal chain represented by a thick cylinder between them plus small spherical end caps. The players start about 2.6 units apart and must never be allowed farther than 4.2 units apart; enforce this as a tug/limited-distance constraint while moving.

Player 1 moves with WASD and interacts with E. Player 2 moves with the arrow keys and interacts with M. Movement is continuous, normalized for diagonals, about 4.8 units per second, constrained to the room bounds and blocked by sorting pedestals. Pressing an interact key near the closest loose object within about 1.25 units picks it up. A player can carry one object, visibly floating just above and in front of the capsule while rotating slightly. If carrying an object, pressing the interact key near a valid target sorts it; if no valid target is nearby, pressing interact drops the object onto the floor a short distance away in the direction away from the other player. Both players can independently carry objects.

Populate the floor with exactly eight loose low-poly objects, each gently bobbing and rotating and casting a small translucent shadow disc: four gray-blue dodecahedron-like trash pieces and four colored faceted octahedral crystals. Initial placements should be spread around the rug: trash at approximately (-4.6, 1.5), (-2.6, 4.3), (-0.4, -3.5), and (2.2, 3.1); red crystal at (-3.7, -1.2); green crystal at (-0.8, 2.8); blue crystal at (1.8, -2.1); yellow crystal at (3.4, 1.0). Coordinates are on the room floor’s horizontal X/Z plane.

Add five sorting pedestals around the room edges. In the back-left area at approximately (-5.3, -5.1), create a dark cylindrical trash bin pedestal with a raised gray ring/opening on top. Along the right/back-right side, create four dark round pedestals with colored square plates on top: red at (5.1, -5.1), green at (5.1, -2.7), blue at (5.1, -0.3), and yellow at (5.1, 2.1). Trash may only be sorted into the trash bin. Each crystal may only be sorted into the matching color plate. Correctly sorted objects disappear and are counted; trash awards 10 points and crystals award 15 points. Sorting the wrong type/color must not score and should instead leave the carried object to be dropped on the floor through the normal fallback behavior.

The goal is to sort all eight objects. There is no lose condition. When all objects are correctly sorted, stop player movement/interactions and show the completion message “Room clean — everything is sorted.”

Overlay a dark translucent rounded HUD panel in the upper-left. It must display: “Chain Sort”; “Player 1: WASD + E”; “Player 2: Arrow Keys + M”; “Trash → bin | Crystals → matching boxes”; a live score beginning at 0; a live chain length such as “Chain: 2.60/4.2”; remaining counts such as “Remaining — Trash: 4, Crystals: 4”; and “Press R to restart.” Include a separate live feedback/message line for pickup, drop, and successful sorting notifications. When complete, change the score/status line to show “Level complete.” Press R at any time to reset all eight objects, score, win state, player positions, and carried items to their initial state.

Keep the visual language clean and uncluttered: low-poly geometry, saturated blue/orange player colors, gray trash, red/green/blue/yellow crystals and plates, purple center rug, slate floor, pale walls, dark chain, and strong readable shadows. The game should be interactive immediately on load and preserve the fixed isometric camera while resizing responsively.

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