Arcade › Coral Cascade
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.
Nobody has said anything about Coral Cascade yet. Play it, then tell Oleg Sidorkin what you would add next.
Coral Cascade 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 Coral Cascade 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 HTML5 canvas match-3 puzzle game titled “Coral Cascade,” set in a dreamy underwater coral reef. The game should fill the viewport with a dark teal/blue underwater background featuring soft light rays, water texture, bubbles, and coral/reef silhouettes near the bottom; use a supplied underwater reef image if available, otherwise approximate it with layered blue gradients and translucent underwater shapes. On wider screens, show a semi-transparent mermaid illustration along the lower-left side behind the board. Keep the visual style polished, glossy, colorful, and mobile-friendly, with rounded translucent navy HUD panels, cyan highlights, soft shadows, and bright candy-like tiles. Core gameplay: display an 8-by-8 grid of sea-treasure tiles inside a large rounded, translucent dark-blue board panel with a faint pale-cyan outline. The board contains five tile types, each represented by a glossy rounded square with a radial white highlight, colored fill, and a centered white symbol: pink/coral starfish marked with a four-point sparkle “✦”, yellow seahorse marked with “♞”, mint-green turtle marked with “◒”, purple octopus marked with “✤”, and cyan gem marked with “◆”. Generate the initial board without any pre-existing horizontal or vertical runs of three or more matching tiles. Tiles can be selected by tapping/clicking, or swapped directly with a one-cell swipe. Only orthogonally neighboring tiles may be swapped. A selected tile gets a bright yellow-white outline/ring. If a swap creates no match, reverse it and do not consume a move. If it creates a match, consume one move and animate the two tiles swapping. Match and cascade rules: detect horizontal and vertical runs of at least three identical tile types. Remove all matched cells, award coins equal to the number of removed cells multiplied by the current cascade combo number, and count every removed starfish toward the objective. Show small colored particle bursts on removed tiles. Let tiles above fall down with animated offsets and fill empty spaces from the top with randomly generated tiles; repeatedly resolve any newly created matches, up to a reasonable cascade limit. For a horizontal match of four, leave a horizontal line-clear special at the center cell; for a vertical match of four, leave a vertical line-clear special at the center cell. For a run of five or more, leave a rainbow special at the center, rendered as a gem tile with a distinct sparkle symbol. If horizontal and vertical runs cross, create a bomb special at the crossing. Specials should be visually indicated with symbols: rainbow and bomb use “✹”, horizontal line uses “━”, and vertical line uses “┃”. Activating a special while swapping it should clear its line, its surrounding 3x3 area, or all tiles of the special’s target color respectively, and special activations can chain into further clears. Display a temporary pill-shaped combo banner such as “COMBO x2 +N ✦” or “BIG MATCH +N ✦” near the top. Level state: start with 17 moves, 248 coins, and an objective to collect 12 pink starfish tiles. The objective HUD must show “OBJECTIVE” and “Collect 12 starfish • 0/12,” updating the count as starfish are cleared. The level ends in success immediately when 12 starfish have been collected, or in failure when moves reach zero and the board is no longer busy resolving. Show a centered translucent blue gradient result dialog with either “Level Clear!” and “The reef is sparkling with treasures.” or “Out of Moves” and “Try a different swap pattern next time.”, plus a gold pill-shaped “Play again” button that resets moves to 17, coins to 248, collected starfish to 0, and creates a fresh valid board. HUD: overlay fixed UI over the canvas. At top-left show “CORAL CASCADE” and, on wide screens, the subtitle “A dreamy match-3 reef.” Below it show a rounded navy panel labeled “MOVES LEFT” with a large white 17-style number. Center top show a large rounded pill with the objective. At upper-right show a rounded dark-blue coins panel with a gold sparkle icon and the current coin total. On the right side show three vertically stacked rounded booster buttons on desktop, or a horizontal row along the bottom-right on narrow screens: an anchor costing 120, a bomb costing 180, and a circular wheel costing 240. The anchor booster adds two moves, capped at 17; the bomb booster chooses a random board location, clears its surrounding 3x3 area, then collapses/refills columns; the wheel booster chooses a random tile type and clears every tile of that type, then the board should refill/collapse as appropriate. Deduct the displayed cost only if the player has enough coins and the game is not busy. Add a bottom centered hint pill reading “Tap two neighboring sea treasures to swap.” On narrow screens, use smaller HUD elements and reserve space so the 8x8 board remains usable; on desktop, leave room for the mermaid and side controls. Use responsive sizing based on viewport dimensions, with rounded tiles, consistent gaps, pointer/touch input, swipe threshold handling, and no page scrolling.