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Cube Sprint

  • puzzle
  • cube
  • speedrun
  • casual
  • browser
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. Chiboudah built it with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Cube Sprint was built by Chiboudah 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 Cube Sprint 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 Cube Sprint

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 responsive browser puzzle game titled “Cube Sprint.” It is a six-color Rubik-style cube simulator where the player solves a scrambled cube as quickly and with as few moves as possible. Use a dark navy/black interface with a subtle radial blue-gray glow, rounded cards, thin blue-gray borders, pale text, muted secondary text, and a mint/teal accent.

Layout: center a max-width app with a header. The header shows the title “Cube Sprint” and subtitle “Solve the six-color cube — every move counts.” On the right (wrapping responsively) show three stat tiles: Moves, Time, and Best. The main area has a large board card and a controls card side by side on desktop; stack them on narrow portrait screens. The board card contains a canvas with a dark inset gradient background and a flat unfolded cube net. Arrange four 3x3 faces in a horizontal row in this order: Back, Left, Front, Right. Place Up above the Front, and Down below the Front. Each face consists of nine square stickers with small dark gaps, a dark outline, and slight inset padding. Label faces U, R, F, D, L, B just below them. Render the colors as: U nearly white (#f5f7ff), R coral red (#e84d5b), F cyan-blue (#48b7e8), D yellow (#ffd34f), L orange (#ff963d), B purple (#7b6ce5). Above the net, center a status caption that says “SOLVED” when all stickers match their face, otherwise “SCRAMBLE THE CUBE.” Under the canvas show: “Tap a move, use U R F D L B. Add ' for counter-clockwise.”

Implement a real sticker-state cube model with six faces, each an array of nine stickers. Start solved, with every face containing its own face letter. A face turn rotates that face’s 3x3 stickers and cycles the appropriate adjacent rows/columns. Support clockwise and counter-clockwise turns for all six standard faces U, R, F, D, L, B. The controls card has a “TURN A FACE” section with twelve buttons, two per face: U/U', R/R', F/F', D/D', L/L', B/B'. Each button displays the notation and a small CW or CCW label on desktop. Clicking a move changes the cube, adds the notation to move history, and starts the timer if it has not started.

Below the move buttons, add a GAME section with four buttons: Scramble (teal primary), Undo, Auto solve, and Reset (dark red). Scramble resets the cube and history, generates exactly 22 random turns, avoids using the same face consecutively, randomly chooses clockwise or counter-clockwise for each, applies them without recording them as player moves, then starts the timer; retain the scramble sequence so it can be reversed. Undo reverses the most recent retained move and removes it from history. Auto solve reverses the retained move stack one move at a time with about a 95ms delay, disables conflicting actions while solving, then clears history and resets/stops the timer. Reset returns the cube to solved, clears history and timer, and stops timing. Prevent interaction with turn/utility operations while auto-solving.

Add a MOVE HISTORY section with a dark monospace notation box, initially “No moves yet,” otherwise showing space-separated moves. Add a COLORS section with a compact legend showing each color swatch, letter, and face name: U top, R right, F front, D bottom, L left, B back.

Gameplay rules and feedback: count every player turn in the Moves stat; display elapsed time as mm:ss updated roughly four times per second; persist the best completion time in local storage and show -- until a best exists. When the cube becomes solved after at least one move, stop the timer, update the best if the time is lower, and show a completion alert such as “Solved in 18 moves — 00:27!”. The solved state should also be visible through the canvas caption. Make the interface touch-friendly, responsive, scrollable in the controls area, and usable in portrait and landscape mobile layouts. Keep the visual style flat and clean: no 3D perspective or animated cube rotation, just the colored sticker net on a canvas.

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