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Arcade › Fruit Drop
Click the game above and it runs right here in your browser. No download, no installer, no account needed. tereza duarte built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Fruit Drop yet. Play it, then tell tereza duarte what you would add next.
Fruit Drop was built by tereza duarte 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 Fruit Drop 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.
Recreate a mobile-friendly browser Match-3 puzzle game titled “Fruit Drop,” presented in Portuguese. Use a full-screen 2D HTML5 canvas with a bright tropical casual-art style: a cyan-to-green vertical gradient background, drifting translucent white cloud shapes, and large silhouetted palm trees at the lower left and right edges. Overlay a fixed HUD at the top with three rounded translucent white pills showing “MOVIMENTOS” and the current move count, “PONTOS” and the score, and “OBJETIVO” and the target score. Use bold rounded Nunito-like typography, white highlights, soft blue shadows, and chunky glossy buttons. The core play area is an 8x8 board centered responsively below the HUD. Give it a large rounded white translucent frame with a drop shadow and alternating pale translucent square cells. Fill cells with bright glossy circular fruit tiles using emoji-like icons for apple, banana, grape, strawberry, orange, watermelon, and kiwi. Each tile should have a radial highlight, shadow, subtle idle rocking animation, and pop/particle effects when cleared. The player selects or drags a fruit with mouse or touch and swaps it only with an orthogonally adjacent tile; support pointer/touch input and prevent page scrolling. Highlight the selected cell in yellow. Invalid swaps shake the board and return the tiles; valid swaps consume one move, resolve matches, then cascade. Generate boards without immediate starting matches. Matching 3 or more identical fruits in a horizontal or vertical line clears them, awards points, collects target fruits, emits colorful particles and floating score text, and causes tiles above to fall while new random fruits enter from the top. Continue resolving cascades and multiply points by the current combo. The level begins with about 25–27 moves and a score goal that scales by level (starting around 5,200 and increasing by roughly 700 each level). The level also has two fruit collection objectives, shown directly below the board as rounded white goal cards with fruit icon and collected/required count; a level is won only when both collection goals and the score goal are reached. On victory show star rating based on score and advance up to level 300; when moves reach zero before completion, show a loss/end screen and reduce lives. Implement special tiles based on match size: a match of exactly 4 creates a horizontal or vertical rocket in the chosen match position; a match of 5 creates a rainbow fruit; a match of 6 or more creates a bomb; longer combo cascades can occasionally create a lightning power. Display these power tiles with emoji icons (🚀, 🌈, 💣, ⚡). Activating a power tile by swapping it triggers its effect: bomb clears a 3x3 area, horizontal rocket clears its row, vertical rocket clears its column, rainbow clears all fruits of the swapped fruit type, and lightning clears a random group of tiles. Award power-clear points, particles, board shake, and audio feedback. Add progressively increasing level obstacles. Place ice, jelly, and chain overlays on fruit tiles; adjacent matches damage/remove these overlays. Place wood crates that block movement and fall behavior until adjacent matches damage them, then replace them with a fruit; render crates as brown crossed boxes labeled “CAIXA.” Place immovable gray stone blockers that prevent swaps and are not cleared by powers. Add timed bombs on later levels, rendered as black circular markers with a visible countdown; when a bomb reaches zero, end the attempt by setting moves to zero. On every fifth level, mark one tile as a special drop with a small star marker; track it if it reaches the bottom during collection. Preserve the distinct visual overlays: icy blue border/fill, pink jelly tint, crossed chain marks, crates, stones, and bomb counters. Before starting a level, show a centered rounded white menu card overlay titled “Fruit Drop,” with orange title lettering, yellow shadow, subtitle “Troque frutas, crie combos e quebre obstáculos tropicais.”, and three chunky buttons: yellow/orange “Jogar,” light-blue “Loja,” and light-blue “Config.” Include a booster picker above the buttons with four selectable booster cards: bomb, rocket, rainbow, and +3 moves, each showing an inventory count. Selected boosters have a yellow outline; starting a level consumes selected boosters, places bomb/rocket/rainbow power tiles on open cells, or adds three moves. The temporary shop button grants one of each booster for testing and displays a toast. Config toggles sound on/off. Include a Portuguese instruction near the bottom: “Mouse ou toque: arraste uma fruta para trocar com a vizinha.” and a gameplay hint: “3+ combina. 4 cria foguete, 5 cria arco-íris, 6+ cria bomba.” Use simple WebAudio feedback for swaps, invalid moves, combos, powers, victory, loss, and settings. Save current level, lives, best score, booster inventory, and settings in localStorage so progress persists. Keep the layout safe-area aware and responsive: fit the board within the viewport, maintain the top HUD, and keep the goals below the board. Use the visible Portuguese labels and the exact colorful, rounded, glossy tropical presentation rather than a realistic or 3D style.