Arcade › Fruit Stack
Click the game above and it runs right here in your browser. No download, no installer, no account needed. p c built it with Cinevva, so it works on a phone or a tablet too.
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Fruit Stack was built by p c 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 Stack 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.
Create a 2D browser falling-block puzzle game titled “Fruit Stack,” styled like a polished dark candy-night arcade game. Use a centered responsive three-column layout on desktop: a left sidebar with the title and stats, a narrow central playfield, and a right sidebar with previews and a goal description. On smaller screens stack the layout vertically and show touch controls over the page. The central playfield is a 10-column by 20-row board rendered on a 320x640 canvas, with each cell 32x32 pixels and pixelated image rendering. Give it a dark purple vertical gradient background, subtle alternating checkerboard cell shading, and thin low-opacity pale-gold grid lines. Surround it with a thick pale-yellow/gold border and a soft dark glow. The entire page uses a very dark purple radial-gradient background, chunky gold borders, rounded panels, inset glow, monospace arcade typography, cream text, and pink/cyan secondary accents. Implement classic tetromino stacking with the standard seven pieces I, O, T, S, Z, J, and L. Use a randomized seven-bag generator, maintain a queue of five upcoming pieces, and spawn each new piece around x=3 and y=-1 at rotation 0. The seven piece shapes should use the usual four-cell arrangements and support four rotations, with simple wall kicks trying horizontal offsets 0, -1, 1, -2, and 2. Pieces fall automatically; the initial interval is 0.85 seconds and becomes 0.06 seconds faster per level, down to a minimum of 0.08 seconds. The level starts at 1 and increases by one for each 10 lines cleared. Every tetromino cell must be drawn as a chunky pixel-art fruit sprite rather than a plain colored square. Map the pieces exactly as follows: I = lemon (yellow), O = orange, T = grape (purple), S = lime (green), Z = cherry (pink-red), J = blueberry (blue), L = apple (red). Each 32px sprite should look like a stylized pixel fruit with a small brown stem, green leaf, bright cream highlight, darker shaded pixels, and a dark lower shadow. Preserve hard pixel edges and no smoothing. Use the same fruit art at 24px in the preview canvases. Gameplay rules: move the active piece left/right if unobstructed; if a downward movement collides, lock the piece into the board. Cells above the visible top are allowed while spawning, but locking with any cell above the top ends the game. Detect and remove every completely filled row, shift rows above downward, and insert empty rows at the top. Award line-clear points using [0, 100, 300, 500, 800] for clearing 0 through 4 lines, multiplied by the current level. Award 2 points per cell-distance for a hard drop. Track score, total lines, level, and best score; save the best score in local storage under the Fruit Stack best-score setting. Show a translucent ghost version of the active piece at its landing position, using the same fruit sprites at about 22% opacity. On a line clear, briefly flash the affected rows pale yellow. Provide a hold slot that starts empty: pressing Hold stores the active piece, or swaps it with the held type, but only once per falling piece until the next piece locks. Provide a Next Crate 128x128 preview showing the first queued tetromino centered in its bounding box, and a Held Fruit 128x128 preview with the same dark background and thin border; leave it empty when no piece is held. The left panel should show “Fruit Stack” and live stats labeled Score, Lines, Level, and Best. Include a desktop Controls panel listing Move (A/D or Left/Right), Rotate (W, Up, or X), Soft drop (S or Down), Hard drop (Space), Hold (C / Shift), and Pause (P). The right panel should include “Next Crate,” “Held Fruit,” and a Goal text explaining that players clear lines by packing fruit blocks edge-to-edge, four-line clears pay the most, and the stack speeds up every 10 lines. Support keyboard controls: A/D or Left/Right move horizontally, W/Up/X rotate clockwise, Z rotate counterclockwise, S/Down hold soft drop at a 0.04-second interval, Space hard drops and locks immediately, C or either Shift holds/swaps, and P toggles pause. Allow held left/right input to repeat approximately every 0.09 seconds. Include fixed top-right Pause and Restart buttons. Include fixed bottom touch controls with left, right, soft-drop, Hold, Drop, and Rotate buttons; pointer input should work on mobile, with pressed styling and release behavior for repeating movement/drop. Start with a visible centered overlay on the board titled “Fruit Stack” and the message “Stack pixel fruit, clear lines, and keep the crate from overflowing.” When paused, show a “Paused” overlay explaining that P, Pause, or a move button resumes stacking. When the board tops out, show “Game Over” with a restart instruction. Space or Enter should restart after game over, and the Restart button should always reset the board, queue, score, level, hold state, and timers. Keep the board and preview canvases crisp and pixelated, and make the UI responsive without adding gameplay modes, particles, sound, combos, or other mechanics.