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EVA Crystal Journey

  • 3d
  • match-3
  • puzzle
  • mobile
  • casual
  • low-poly
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. Rezvan Geraili built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about EVA Crystal Journey yet. Play it, then tell Rezvan Geraili what you would add next.

Make your own game

EVA Crystal Journey was built by Rezvan Geraili 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 EVA Crystal Journey 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 EVA Crystal Journey

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-oriented mobile match-3 puzzle game titled “EVA: Crystal Journey,” rendered as a Three.js-style 3D scene inside a narrow full-height play area (max width about 500px). Use a fixed, slightly elevated perspective camera looking down at an 8×8 square board: camera around (0,10,9), looking toward the board center, with a dark navy/purple background, subtle fog, faint starfield, soft colored lighting, shadows, and a dark translucent floor platform. Draw thin glowing blue-purple grid lines between cells and a faint circular ring around the board. The overall visual style is glossy, colorful, low-poly/faceted crystals floating slightly above the board, with gentle idle rotation and bobbing.

Populate the board with six randomly distributed crystal types, initially generated without any immediate horizontal or vertical runs of three. Each type should have its own distinctive low-poly geometry and color: red/pink faceted octahedron (“Ruby Flame”), bright blue faceted icosahedron (“Azure Water”), green faceted tetrahedron (“Emerald Leaf”), yellow/gold faceted dodecahedron (“Golden Star”), purple torus-knot/ring-like crystal (“Violet Moon”), and pink faceted icosahedron (“Pink Heart”). Use glossy emissive materials, strong saturated colors, and subtle random rotations. The screenshot should read as a board full of large colorful 3D gems against a deep navy grid.

Implement standard match-3 interaction for mouse and touch. The player can tap one crystal and then tap an orthogonally adjacent crystal to swap them, or swipe from one crystal toward an adjacent cell. Only accept swaps that produce a match; invalid swaps are reverted and produce a brief camera shake. A valid move consumes one move. Find horizontal and vertical runs of at least three equal crystal types, clear matched crystals, award 10 points per cleared crystal multiplied by the cascade combo level (combo multiplier capped at 8), emit colorful particle bursts, then apply gravity downward in each column and fill empty cells with new random crystals. Continue automatically through cascades until no matches remain. The board should visually rebuild after clears and fills; crystals float/rotate while idle and the camera can shake for impactful combos.

Add special creations based on matched shapes: a straight run of four creates a line crystal, marked with a colored torus/ring; a straight run of five creates a rainbow crystal, marked with bright white/gold rings; a connected branching/L/T-like match creates a nova crystal, marked with four white spikes. Preserve the special at its chosen center position while clearing the other matched cells. When a special is cleared/activated, line-horizontal clears its entire row, line-vertical clears its entire column, nova clears a 3×3 area, and rainbow clears every crystal of whichever type currently has the greatest count on the board. Count cleared crystals toward collection objectives and track created special counts.

Provide 20 sequential levels grouped into four chapters, with level selection through a world map. Chapters and level names/objectives are: The Lost Garden levels 1 First Light (20 moves, score 500), 2 Growing Glow (18, score 800), 3 Garden Bloom (20, collect 15 Ruby Flame), 4 Line Power (18, create 2 line crystals), 5 Garden Restored (16, score 1500); The Luminous Forest levels 6 Forest Path (18, score 2000), 7 Emerald Hunt (18, collect 20 Emerald Leaf), 8 Starlight (15, score 2500), 9 Forest Fusion (16, create 2 nova crystals), 10 Forest Recovery (14, score 3500); The Sky Islands levels 11 Skyward (16, score 4000), 12 Cloud Colors (14, collect 10 Ruby Flame and 10 Golden Star, total 20), 13 Rainbow Bridge (18, create 1 rainbow crystal), 14 High Winds (12, score 5000), 15 Sky Treasure (14, score 6000); The Moon Valley levels 16 Moonlit (14, score 6500), 17 Violet Trial (12, collect 25 Violet Moon), 18 Crystal Storm (12, score 7500), 19 Valley Endurance (10, score 9000), 20 The Heart Fragment (20, collect 15 of each of all six crystal types, total 90). Reset score, moves, collections, and special tracking when loading a level. Start at level 1, unlock the next level after winning, and let completed levels show a 1–3 star rating based on move efficiency (more than half moves remaining gives 2, more than three-quarters remaining gives 3).

Build a translucent glassmorphism HUD over the top of the scene. It should show a map button, “Level N,” restart and pause buttons, then two dark rounded stat panels with a star icon and SCORE value and a shoe icon and MOVES value. Under that show the current objective text and a thin multicolor progress bar. On level 1 it should initially show score 0, moves 20, and an objective like “⭐ 0 / 500.” Include a horizontal booster bar of five rounded buttons with emoji/icon labels and count badges: Crystal Hammer (3), Lightning Wand (2), Rainbow Orb (1), Time Flower (2), and Nova Bomb (1). Implement the hammer: select it, tap a crystal to remove it for 10 points and one move, then refill/cascade; implement Time Flower as +5 moves; implement Rainbow Orb as clearing all crystals of the most common type, awarding points and refilling. Lightning Wand and Nova Bomb should be present as counted UI boosters but may have no gameplay effect beyond consuming their count, matching the current implementation.

Add pause, restart, win, lose, dialogue, and map interfaces using rounded dark translucent cards with blurred backgrounds, white Nunito-like typography, pink-purple gradient primary buttons, and secondary translucent buttons. Pause says “Paused” and offers Resume/Menu. Losing at zero moves says “Out of Moves,” displays the remaining objective, and offers Try Again/Menu. Winning displays “Victory!”, the final score, one to three filled gold stars and empty stars, a chapter-specific message, and Next Level/Menu. On dialogue levels show a bottom EVA dialogue panel labeled “✨ EVA”; clicking it dismisses it. Use these story messages at the specified levels: level 1 “The Crystal World is fading... Help me restore its light! Match crystals to gather energy.”; level 2 “Wonderful! The more you match, the brighter the world becomes.”; level 4 “Matching four in a row creates powerful Line Crystals! Watch them clear rows!”; level 5 “The garden is restored! But there's so much more to discover...”; level 6 “The Luminous Forest awaits... strange new crystal formations appear here.”; level 10 “The Emerald Fragment pulses with forest magic! One piece closer to the Heart Crystal.”; level 11 “Sky Islands float above the clouds! The puzzles grow more complex here.”; level 15 “The Azure Fragment shimmers like the sky! So much power in these fragments.”; level 16 “Moon Valley... bathed in violet light. The final challenge of this journey.”; level 20 “We've recovered four fragments, but the Heart Crystal is still incomplete. EVA's journey has only just begun... To be continued!”

The world map should fill the play area with a dark navy-to-purple gradient, a “🗺 Crystal World” header, four chapter sections with emoji titles (flower, leaf, cloud, moon), and level nodes. Completed nodes use blue-purple gradients and show earned stars, the current node uses a pink-gold gradient/glow, and locked nodes are dim translucent squares. Support touch-friendly controls, responsive portrait sizing, no page scrolling during play, and a pause/restart/map overlay experience.

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