Arcade › ChromaCrease
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Tashyam Nagar built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about ChromaCrease yet. Play it, then tell Tashyam Nagar what you would add next.
ChromaCrease was built by Tashyam Nagar 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 ChromaCrease 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 portrait-friendly 2D canvas puzzle game titled “ChromaCrease.” Use a fixed 600x600 logical playfield with a dark near-black navy background (#080A12), an inset dark panel from (20,20) to (580,580) outlined in muted blue-gray, and a neon/glowing minimalist sci-fi aesthetic. Above the canvas, build a responsive header showing the glowing cyan title CHROMACREASE, SCORE, BEST, and CLEARED counters, plus buttons for “↶ UNDO (3)”, “✦ HINT”, and “↻ RESET”; below it show a subdued “AD BANNER AREA” strip. Scale the canvas to fit the viewport while preserving its square aspect ratio. The core game is a laser-reflection and color-mixing puzzle. Each board has one or more glowing circular laser emitters on the left or right edge region of the playfield. Emitters are small colored neon disks with a white center and emit a straight beam inward: red from the left facing right, blue from the left facing right once difficulty reaches 3, and yellow from the right facing left once difficulty reaches 7. Draw beams as thick glowing colored lines with a thinner bright core. The player uses pointer/touch/mouse drag directly on the canvas to draw straight cyan “creases” (line segments); ignore very short drags under about 35 pixels and clamp crease endpoints inside a 25-pixel margin. Every crease acts as a mirror: when a beam intersects it, reflect the beam using the line normal. Trace each ray through up to eight reflections, stopping at internal wall rectangles or the outer playfield edge. Recalculate all beam paths immediately after adding or undoing a crease. Animate newly calculated beams drawing from their emitters to their endpoints over roughly 300 ms. Place one or more outlined circular target nodes around the right/center area. A target detects any beam passing within about 18 pixels of its center. Mix the colors of all beams hitting it using these exact combinations: red+blue = purple, blue+yellow = green, red+yellow = orange, and red+blue+yellow = white; if only one color hits, it remains that color. Each target has a required color selected for the board and visually shows its current state: a colored glowing ring and filled center when correct, otherwise a dim center with the required-color ring. When all targets have their required colors, briefly pulse/ring them, display a translucent overlay reading “CANVAS SHATTERED,” award 100 + (difficulty × 25) points, increment CLEARED, update BEST in local storage, and emit around 30 glowing golden diamond shards that drift and rotate. Automatically generate a new puzzle after about 700 ms. Generate boards procedurally with randomized emitter and target y positions. The first target is near the right side (x roughly 440–530, y roughly 90–510). At difficulty 9 and above, add a second target around x 300–460 and y 100–500, requiring the first emitter’s color. At higher difficulty, add up to two pairs of narrow vertical wall sections: each pair is positioned around x 170–430 with a random gap, extending from near the top down to the gap and from below the gap to near the bottom, forcing beam reflections around obstacles. Difficulty starts at 1 and becomes 1 + floor(score/250). Reset should generate a fresh board, clear creases, restore three undo uses, and reset the transient animation state without resetting the persistent best score. Provide exactly three undo uses per board. The UNDO button removes the most recently drawn crease and recalculates beams; when uses are exhausted, its label becomes “↶ UNDO 📺” and pressing it invokes a rewarded-ad hook that restores three uses. The HINT button invokes a rewarded-ad hook and displays a dashed, glowing cyan suggested line centered in the board for about 3.5 seconds. It is acceptable for the ad buttons to be hooks/log messages rather than real ads. Include a periodic interstitial-ad hook every four cleared boards. Add neon particle sparks at beam reflection points, glowing target pulses on success, and soft additive bloom/shadows around beams, emitters, creases, targets, and particles. Keep the game purely interactive: the only player action is drawing/removing reflection creases to route colored beams into targets.