Appearance
Arcade › 箭头消除
Click the game above and it runs right here in your browser. No download, no installer, no account needed. zhengchao huang built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about 箭头消除 yet. Play it, then tell zhengchao huang what you would add next.
箭头消除 was built by zhengchao huang 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 箭头消除 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 simple Chinese 3D browser puzzle game titled “箭头消除” (Arrow Elimination). Use Three.js or an equivalent real-time 3D renderer with a full-screen canvas and a fixed HTML HUD overlay. Scene and camera: use a dark navy background (#0f172a) and a square dark gray-blue floor plane (#1e2937) beneath the puzzle. Show a centered 6-by-6 board of arrow pieces on the floor, with one piece per cell and even spacing (roughly 1.6 world units). Use a perspective camera above and slightly in front of the board, positioned around (0, 5, 2), looking at the center, so the board is seen from a modest top-down angle. Add soft ambient light and a directional white light from above/front so the pieces have simple shaded 3D forms. Pieces: each cell contains a bright, glossy/emissive colored arrow made from a narrow cylindrical shaft and a cone-shaped arrowhead. The arrow should lie flat on the board, with its shaft/head aligned along the local +Z axis before rotation. Give every arrow one of four directions, chosen randomly at game start and whenever new pieces are spawned: up (+Z), right (+X), down (-Z), or left (-X). Rotate the model by 0, +90°, 180°, or -90° around the vertical Y axis to represent those directions. Use these exact direction colors: up green (#22c55e), right red (#ef4444), down blue (#3b82f6), left orange/yellow (#f59e0b). The tile rests above the floor at about y=0.6. Core interaction: the player clicks/taps an arrow. Find the entire orthogonally connected group (up, down, left, right neighbors only) of arrows having the same direction as the selected arrow; diagonal neighbors do not count. If the connected group has at least 3 pieces, remove every piece in that group, add group size × 10 to the score, then immediately refill the board. If fewer than 3 match, do nothing and do not change the score. Only one group is processed per click. Refill behavior: after removal, process each column independently. Let remaining pieces fall toward the bottom of the column (the low row index), updating their positions to their new cells, then generate random new colored/directed arrows in the empty cells at the top until the column is again six pieces tall. The board therefore always remains a full 6×6 grid. A restart button must remove all current pieces, reset the score to zero, and create a fresh random 6×6 board. HUD: overlay the game title “箭头消除” in large bold white text at the upper left. Center a score pill near the top reading “分数: 0” initially, with white text on a translucent black rounded rectangle; update it to the current score after successful removals. Put a rounded slate-gray button at the upper right labeled “重新开始” (Restart). At the bottom center show the muted gray instruction “点击相连的3个或更多相同方向箭头来消除它们!” (Click 3 or more connected arrows of the same direction to eliminate them!). Use a clean system sans-serif font, no scrolling, and make the HUD responsive on window resize. Support pointer/mouse/touch clicking by raycasting from the camera into the 3D arrow meshes, and make the restart control work independently of the canvas.