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Arcade › ColorBolt Workshop
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Ephraim Ihungbe built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about ColorBolt Workshop yet. Play it, then tell Ephraim Ihungbe what you would add next.
ColorBolt Workshop was built by Ephraim Ihungbe 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 ColorBolt Workshop 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 playable single-screen puzzle game titled "ColorBolt Workshop". Use a full-window, responsive 2D canvas with an orthographic/isometric-style projection: horizontal world axes should project diagonally, vertical height projects upward, and the camera stays fixed while the entire workshop assembly is visible. Render a soft pastel background with a sky-blue-to-mint gradient and several translucent circular cloud/sun-like spots. Build the central object as a layered wooden/painted assembly made from outlined isometric rectangular blocks. From bottom to top, show a large dark brown base, a peach/tan platform, a pale cream layer, two raised brown side blocks, a teal-blue middle frame, and a smaller peach upper plate. Use dark brown outlines and darker shaded vertical faces so the blocks clearly show their height. Add a small teal tool tray to the left side of the assembly with three diagonal colored tool marks in red, blue, and yellow. Place exactly 18 flat, oval-headed fasteners on the upper surfaces, each with a dark gray outline and a short white horizontal highlight/slot. Use five colors: red, blue, yellow, green, and purple. Arrange them in the visible fixed layered layout from the source: base-layer fasteners A red at (-2.15,-1.25), B blue at (2.15,-1.25), C yellow at (0,1.3); next layer D green (-2,-1.1), E purple (2,-1.1), F red (0,1.2); middle layer G blue (-1.65,-.72), H yellow (1.65,-.72), I green (-1.65,.72), J purple (1.65,.72); next layer K red (0,-.48), L blue (0,.48), M yellow (-1.05,0), N green (1.05,0); top layer O purple (-.78,0), P red (.78,0), Q blue (0,-.62), R yellow (0,.62). Render them in layer order so higher-layer pieces appear above lower ones, with slight height offsets. The goal is to free all 18 fasteners. At the top, provide a translucent cream rounded HUD bar with the COLORBOLT brand and wrench icon on the left, a row of five selectable tool buttons, progress text "PROGRESS 0/18", and an undo button marked with a curved-back arrow. The tool buttons are colored red, blue, yellow, green, and purple and show a bolt/tool symbol. Red, blue, and yellow start usable; green and purple appear grayscale/locked with a small "AD" label. Clicking a locked green or purple tool unlocks it for this build, changes it to an active-looking tool icon, and displays a brief toast such as "Tool unlocked for this build!" The selected tool should have a strong contrasting outline. Core interaction: the player selects a color tool, then clicks/taps a matching visible fastener on the canvas. A fastener can only be removed if its color matches the selected tool and it belongs to the current highest/first-clearable layer among all remaining fasteners (the minimum layer number). If the player clicks a wrong-color fastener, show a brief dark toast reading "Use the [color] tool"; if it is blocked by a higher-priority layer, show "Free the top layer first". A valid click removes the fastener, increments the progress counter, records it for undo, and shows "Click! Fastener freed". Use a generous click/touch hit radius around each oval. Include a persistent bottom-center cream hint panel reading "Pick a tool, then tap a matching fastener. Clear the top layer first." Toast notifications should appear near the top center below the HUD and fade quickly. Add an Undo button that restores the most recently removed fastener, decreases progress, and displays "Last fastener restored"; if there is no history, display "Nothing to undo". Once all 18 are removed, show a centered win overlay with a translucent blue-gray scrim and a cream rounded card titled "Assembly cleared!", text "You freed every piece without stripping a single bolt.", and a green button labeled "Build another". The button resets all fasteners, history, progress, and hides the overlay, showing an "Assembly reset" toast. Keep the visual style clean, friendly, and tactile: pastel workshop colors, rounded UI, bold dark outlines, soft shadows, and simple geometric canvas drawing. Make it work with mouse and touch/pointer input, prevent page scrolling, and scale the canvas and HUD responsively for both desktop and narrow mobile screens. Do not add enemies, timer, camera controls, physics, sound, or extra game modes.