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Arcade › Crate Circuit

Crate Circuit

  • 3d
  • puzzle
  • sokoban
  • grid
  • crate-pushing
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. hung tran built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Crate Circuit yet. Play it, then tell hung tran what you would add next.

Make your own game

Crate Circuit was built by hung tran 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 Crate Circuit 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 Crate Circuit

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.

Recreate a playable 3D grid-based crate-pushing puzzle game titled “Crate Circuit.” Use a clean low-poly 2.5D presentation: a fixed elevated perspective camera looking diagonally down at a square-tiled dungeon room, with a dark navy background and fog, soft bright directional lighting, ambient hemisphere lighting, shadows, and a dark blue-gray modular floor. Build the room from square walkable floor tiles surrounded by chunky dark blue-gray wall blocks. The player is a small blocky humanoid character on the grid; support a cycleable hero skin selection including Blocky, Barbarian, Knight, Mage, Rogue, Hooded Rogue, Skeleton Mage, Skeleton Minion, Skeleton Rogue, and Skeleton Warrior. Crates are large colorful cubic/cargo-style objects, tinted red, blue, green, or yellow. Matching pressure plates are thin round plate models on the floor with colored glow rings. Include a locked gray gate/door occupying a grid cell and a glowing green/turquoise exit pad with a raised rotating/floating octahedral crystal and point-light glow.

Core rules: the player moves exactly one grid tile at a time with WASD or arrow keys. The player faces the direction of the attempted movement. If the destination contains a crate, the player automatically pushes it one tile in that direction, provided the next tile is walkable and not a wall, gate, or another crate; otherwise the push is blocked. Space, Enter, or a mouse click performs an interaction/push in the direction the player is currently facing. Count each successful player move or push as one move. Animate player and crate movement briefly between tiles, rotate/bump crates when pushed, and use idle/walk/interact animations when available. The player cannot walk through walls, crates, or the locked gate. Press R or the Restart button to reset the current level. Press Z or Undo to undo one successful move, restoring player position, facing direction, crate positions, and move count. Store the best completed move count for each level in local storage.

The objective is Sokoban-like: place every colored crate on the pressure plate of the same color. A plate is active only when occupied by its matching crate; visually lower the active plate and brighten its colored ring. When all required plates are correctly occupied, hide/open the gate, intensify the exit’s glow, and enlarge/activate the exit marker. The level is won only after all plates are active and the player reaches the exit tile. Show a centered “Solved!” message with the move count, save/update the best score, and offer a Next button where another level remains. If a crate is trapped against walls/gates on both axes while the puzzle is unsolved, display “Crate trapped — press R to restart.”

Implement these three hand-authored levels as tile maps, preserving their names and layouts. Use # for walls, . for floor, p for player start, uppercase R/B/G/Y for colored crates, lowercase r/b/g/y for matching plates, G for the gate, and E for the exit:
1. “Warm Up” (8 columns x 6 rows):
########
#..p...#
#..B.GE#
#..R.r.#
#......#
########
The intended task is to push the red crate onto the red plate and then reach the exit after the gate opens.
2. “Color Lock” (9 columns x 6 rows):
#########
#...b..E#
#.#.G#..#
#..B.Rr.#
#..p....#
#########
This requires matching blue and red crates to their corresponding plates before reaching the exit.
3. “Tight Hall” (10 columns x 7 rows):
##########
#p..#...E#
#...#.#G##
#..R..B.b#
#..#..r..#
#........#
##########
This is a tighter layout where the open lower lane must be used to avoid pinning crates against walls.

Create a responsive HUD over the canvas. At the upper left show “Crate Circuit,” the current level number and name, “Moves: 0” (updated live), “Best: —” or the stored best, and the current hero name. At the upper right show concise controls such as “WASD/Arrows move · Space/click pushes facing crate · R restarts.” At the bottom right provide yellow raised buttons for Hero, Undo, Restart, and a hidden-until-win Next button. Hero cycles the selected character and persists that choice; changing hero should preserve the current puzzle state. Use rounded dark translucent HUD panels with blur/borders, and rounded gold buttons with dark text and a darker lower shadow. Make the game fill the browser window, hide overflow, and adapt the HUD on narrow screens. Use fallback primitive geometry if external low-poly GLB assets fail to load, while preferring modular dungeon floor/gate, prototype crate, plate, blocky character, KayKit adventurer/skeleton, and cargo models when available.

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