Amara Okafor
showing the next balls is the right kind of pressure, i like that. do you want to keep it fully readable like this, or make it a bit meaner later and hide some info?
Arcade › Color Lines
Slide colored balls across a soft grid to form lines before the board fills up. Mini preview balls show where the next pieces will appear, so every move is a little gamble for space.
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.
showing the next balls is the right kind of pressure, i like that. do you want to keep it fully readable like this, or make it a bit meaner later and hide some info?
Color Lines 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 Color Lines 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 "Color Lines" puzzle game with a top-down 2D view of a 9×9 grid. The game uses a soft pastel gradient background (light blue to pink) with a rounded-corner board containing white/light blue alternating square tiles with rounded corners and subtle borders.
**Core Mechanic:** Click to select a colored ball, then click an empty cell to move it. The ball slides along the shortest path (shown as a glowing cyan line) with a gentle hopping animation. Match 5 or more balls of the same color in a row (horizontal, vertical, or diagonal) to clear them and score points. After each move that doesn't create a match, 3 new balls spawn at predetermined preview locations.
**Balls:** Seven distinct colors rendered as shiny 3D-looking spheres with radial gradients (white highlight at top-left, main color, darker shade at edges). Each color has a unique inner symbol for accessibility: red (dot), orange (ring), yellow (dash), green (leaf), cyan (cross), blue (star), purple (diamond). Selected balls bounce gently. New balls spawn with a scale-up animation from mini size to full size.
**Preview System:** Small semi-transparent "hint" balls appear on the grid showing where the next 3 balls will spawn (showing both color and symbol). These are visible by default but can be toggled with a lightbulb button. Below the board, a "Next" panel displays 3 small preview balls showing the upcoming colors.
**HUD:** Top-left shows "Color Lines" title with "Match 5 in a row" subtitle in gradient text. Top-center displays current score in a white rounded pill. Top-right has three icon buttons: hint toggle (💡), mute (🔊), and restart (↺). Below the title is a message bar with contextual instructions ("Select a ball, then an empty cell"). Below the board is the "Next" preview panel with 3 colored balls.
**Scoring & Feedback:** Clearing lines awards points (base × combo multiplier). Combo multiplier increases when clearing lines on consecutive moves without spawning new balls. When clearing, balls shrink with a glowing ring effect and white flash. Floating text animates upward showing "+[points]" and "COMBO ×[multiplier]!" in bold white/yellow text with dark outlines.
**Game Over:** The game ends when the board fills completely with no empty cells. A centered modal overlay appears with "Board Full", final score, and "Play Again" button.
**Visual Polish:** All UI elements use soft white cards with subtle shadows and backdrop blur. Balls have realistic shading with specular highlights (white ellipse on upper-left), thick white stroke when selected, and drop shadows. The path indicator is a rounded cyan line. Clearing animations include particle-like glow rings and scale effects. The entire aesthetic is modern, soft, and friendly with rounded corners everywhere.
**Audio:** Background music plays a gentle pentatonic melody over warm chord progressions. Sound effects: pluck tone for selection, tick sequence for movement (pitch varies with path length), ascending arpeggio for clearing lines, punchy fanfare for combos, descending phrase for game over.