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Dream Room Makeover

  • casual
  • match-3
  • makeover
  • interior-design
  • puzzle
  • mobile
  • 3d
  • cozy
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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. Amit built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Dream Room Makeover yet. Play it, then tell Amit what you would add next.

Make your own game

Dream Room Makeover was built by Amit 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 Dream Room Makeover 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 Dream Room Makeover

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 polished mobile-first casual makeover game titled “Dream Room Makeover.” Use a full-screen Three.js-style 3D scene with an orthographic-feeling perspective camera looking down into a small open-front corner room from the front-right: dark wood or tile floor, two walls forming a corner, pale baseboard trim, and a simple back-wall window with cream frame (or a glass door and railing for the balcony). Use soft shadows, warm directional sunlight, ambient hemisphere lighting, and a gentle gradient background from sky blue at the top through cream to peach/orange at the bottom. The furniture should be low-poly, friendly, toy-like Kenney furniture-kit assets with warm pastel materials and visible shadows. The room starts shabby: muted dark walls/floor and three cardboard boxes as clutter; as the player fills decor slots, interpolate walls and floor toward brighter room-specific colors, increase lighting, and remove the clutter boxes. Add small sparkles/particles when items are placed and subtle camera shake/drop-in animation for newly placed furniture. Keep the room visible behind the UI throughout gameplay, with smooth camera framing changes between screens.

Core loop: title screen -> level selection -> a tile-clearing puzzle -> a decorating screen -> room result. There are 10 levels, in this order: Bedroom, Living Room, Balcony Garden, Kitchen, Study, then Bedroom II, Living Room II, Balcony Garden II, Kitchen II, Study II. Each room has 8 predefined furniture slots. On the first visit to a room, decorate slots 0-3; on the second visit, decorate slots 4-7 while showing the prior choices already placed. The final completion screen shows “MISSION COMPLETED” after all 10 levels.

Puzzle mechanic: each level is a randomly generated rectangular grid of colored rounded-square tiles, with 3 to 6 colors depending on level. Tile colors are pink, yellow, green, blue, purple, and orange, each with a dark lower edge, soft highlight, and a white glyph/icon (heart, star, oval/leaf-like, butterfly-like, diamond, or flower-like shape). The level configurations are: 6x7, 3 colors, 16 moves, target 10 stars; 6x7, 4 colors, 18 moves, target 12; 7x8, 4 colors, 18 moves, target 14; 7x8, 4 colors, 16 moves, target 15; 7x8, 5 colors, 18 moves, target 15; 7x9, 5 colors, 18 moves, target 17; 7x9, 5 colors, 16 moves, target 18; 8x9, 5 colors, 16 moves, target 19; 8x9, 6 colors, 18 moves, target 19; 8x10, 6 colors, 18 moves, target 21. A player taps any orthogonally connected group of 3 or more matching tiles to clear it. Award stars equal to group size minus 2; groups of 7 or more receive an additional +2 bonus. Decrease moves by one, pop the tiles with colorful particles and a floating “+N★” label, let tiles above fall downward, and spawn replacement tiles from above. If the player taps a group smaller than 3, wobble those tiles and do not spend a move. Reach the target before moves reach zero. Remaining moves become bonus stars upon reaching the target. If no valid group remains, automatically shuffle tile colors until a valid group exists. Include an idle hint: after about 1.5 seconds before the first move or 7 seconds later, pulse/highlight a valid group; show occasional short gameplay tips such as “Bigger groups earn more stars!” and “Stuck? The board shuffles itself.”

The puzzle HUD should be a warm, rounded UI overlay: top-left home button, centered star pill showing earned/target, moves pill, top-right pause, help, and mute buttons. Show a dark rounded toast for level instructions, hints, tips, and feedback. The board is a centered 2D canvas panel with rounded corners, pale cream background, subtle checkerboard shading, and animated tiles. On success show a win toast, confetti, sound feedback, add move bonus stars, then transition to decoration; on failure show an “Out of Moves” result screen with earned/target stars and Retry/Next/Home buttons. Track best star ratings per level in local storage, with three-star ratings based on remaining moves: 3 stars when at least 25% of original moves remain, 2 when at least 10%, otherwise 1 on a win.

Decoration screen: show the 3D room prominently in the upper area and a bottom strip of four cards for the currently active set of four slots. Each card has a furniture thumbnail, label, and either the level’s decorating cost or a green check/restyle state. The cost is max(2, floor(target stars * 0.22)); first-time placement spends that many earned stars, while restyling an already placed item is free. Tapping a card or a glowing gold ring in the corresponding room location opens a centered choice modal with the available style thumbnails and names; selecting one places the model into the slot with a spring/drop animation, sparks, sound, and toast feedback. Disable/visually fade cards when the player cannot afford them. Enable “FINISH ROOM” only when all four active slots are filled. The HUD on this screen shows earned stars without a target denominator.

Use these exact room definitions and slot content/placement as the available decoration catalog. Bedroom: Bed at (-0.35,-1.0), choices double/single/bunk; Nightstand at (0.42,-1.44), bed drawer table/bed drawer/side table; Rug at (-0.2,0.25), round/rectangle/rounded; Lamp at (-1.35,-1.35), square floor/round floor; Bookcase at (-1.42,0.15), open/closed wide/closed; Desk Lamp sitting on the nightstand, round table/square table; Plant at (1.3,-1.3), potted/ small plant; Armchair at (0.95,0.5), lounge chair/cushion chair/chair. Living Room: Sofa, Coffee Table, Rug, Lamp, Armchair, TV Stand, TV sitting on the TV stand, and Plant. Balcony Garden: Bench, Table, Big Plant, Chair, Rug, Table Plant sitting on the table, Lounger, Lamp. Kitchen: Fridge, Stove, Sink, Counter, Table, Chair, Stool, Microwave sitting on the counter (the microwave choices include a coffee machine). Study: Desk, Desk Chair, Bookcase, Rug, Computer sitting on the desk, Desk Lamp sitting on the desk, Plant, and Reading Chair. Position and rotate each model to fit the corner room; stacked items should automatically rest on the height of their parent furniture.

Use the room-specific color transitions from muted to bright: Bedroom walls gray-brown to pale pink and floor dark brown to tan; Living Room walls gray-brown to pale warm yellow and floor dark brown to warm brown; Balcony walls gray to pale cream and floor gray tile to light beige; Kitchen walls gray to pale blue-green and floor dark gray-brown to cream; Study walls gray to pale green and floor dark brown to medium warm wood. The balcony is outdoors: use tiled flooring, a glass door on the back wall, and cream railings/posts instead of the left wall/window.

Title UI: a centered cream rounded panel with large orange “Dream Room Makeover” heading, subtitle “Match tiles, earn stars, and turn shabby rooms into cozy dream spaces.”, orange PLAY button, and pale HOW TO PLAY button. Level selection is a two-column grid of 10 rounded level buttons showing number, room name (with II for the second visit), and saved 1-3 star rating. Results screen uses large gold stars and text appropriate to success/failure, with RETRY, NEXT, and HOME. Final screen says “MISSION COMPLETED,” displays three gold stars, and explains that every room is now a cozy dream space, with HOME and PLAY AGAIN buttons.

Implement touch/mouse input for buttons, board tiles, room markers, and furniture; prevent scrolling. Also support keyboard: arrows move a visible puzzle cursor and Enter/Space clears the selected group; Enter/Space on title starts; Enter/Space on results advances; number keys 1-4 open the corresponding decoration card; Enter finishes a fully decorated room; Escape pauses or closes modals; M toggles mute; H or ? opens help. Include Help, Pause, and furniture-choice overlays. Add soft whimsical Tone.js audio: ambient sustained synth chords and occasional bells, short tap/error/match/place/win/fail sounds, plus mute control. Persist best ratings and furniture choices in localStorage so revisiting rooms retains previous selections.

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