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Gem Flip

  • 2d
  • puzzle
  • lights-out
  • casual
  • mobile
  • neon
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. Manish Mukhya built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Gem Flip yet. Play it, then tell Manish Mukhya what you would add next.

Make your own game

Gem Flip was built by Manish Mukhya 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 Gem Flip 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 Gem Flip

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 responsive 2D mobile-friendly puzzle game titled “Gem Flip,” presented in Hindi UI, with a dark navy/indigo space-like background and a centered game layout. The header should show the “GEM FLIP” brand at upper left, with GEM in white and FLIP in hot pink, plus pill-shaped counters for “लेवल 1” and a cyan diamond icon with the current diamond count, initially 25.

The core play area is a large rounded dark-blue card. At its top, show the current level title (for example, “लेवल 1”) on the left and “चालें: 0” in gold on the right. Below it place a 5-by-5 square grid of equally sized rounded tiles. An inactive tile is a very dark blue beveled square with subtle inset border and a black lower shadow. An active tile is a bright glowing cyan/blue crystal tile: use a radial blue gradient, pale cyan border highlight, strong cyan glow, and a white diamond glyph in its center. The initial level-1 board, matching the shown layout, has active tiles at row/column positions (1,1), (1,3), (1,5), (2,2), (2,4), (3,3), (4,2), (4,4), (5,1), (5,3), and (5,5); all other cells are inactive.

The puzzle rule is Lights Out-style: when the player presses any tile, flip/toggle that tile and every neighboring tile in the surrounding 3-by-3 area, including diagonals, but only within the 5-by-5 board. Increment the move counter after every press and redraw the board. The objective is to turn every blue crystal off; immediately when all 25 cells are inactive, complete the level. Include a Hindi instruction under the grid: “सारे नीले क्रिस्टल जलाओ। एक टाइल दबाने पर उसके आसपास की टाइलें भी बदलती हैं।” (The visible text can retain this wording even though the win condition is clearing the board.) Add a “↻ फिर से शुरू” button that restores the board to its original level pattern and resets moves to zero, and a bright pink-to-purple “◆ हिंट (5)” button.

There are exactly 8 levels. Use predetermined solvable 5x5 patterns generated from these move-solution cell indices (zero-based row-major indices), where pressing a solution cell toggles its 3x3 neighborhood: level 1 [0,6,12,18,24], level 2 [2,4,10,14,20,22], level 3 [1,3,5,9,11,13,15,19,21,23], level 4 [0,2,4,8,12,16,20,22,24], level 5 [6,7,8,11,13,16,17,18], level 6 [1,5,7,9,12,15,17,19,21,23], level 7 [0,4,6,8,10,14,16,18,20,24], and level 8 [2,6,8,10,12,14,16,18,22]. Build each initial board by starting all cells off and toggling the 3x3 neighborhood for every listed solution index. The level is solved only when every board boolean is false.

When a level is completed, add it to the completed list, award 10 diamonds, automatically advance the current level if it is below level 8, and show a centered modal overlay. The modal should say “लेवल पूरा! 🎉”, explain in Hindi that the player finished in the recorded number of moves and earned +10 diamonds, and that the next level is unlocked. Provide “बाद में” to close and “अगला लेवल →” to continue; the next button should be hidden when there is no next level. Unlock the next level after completion, and also allow previously unlocked levels to be selected from a level picker in the side panel. The level picker contains buttons 1 through 8, with the current level highlighted cyan/blue and locked levels dimmed with a lock icon and disabled.

The right side of the desktop layout is another rounded dark card titled “लेवल चुनें,” with the explanatory text “एक लेवल पूरा होते ही अगला लेवल खुल जाएगा।” and the level button grid. Beneath it, add a dark inset “डायमंड शॉप” panel explaining that purchases are demos and do not use real money. Include demo purchase rows for “◆ +25 डायमंड” and “◆ +100 डायमंड,” with purchase buttons. Clicking them immediately adds the corresponding diamonds and displays a success alert; do not implement real payments. The hint button costs 5 diamonds: if the player has fewer than 5, show an alert that diamonds are insufficient and suggest the shop; otherwise subtract 5, save the state, and briefly animate the first currently active tile with a scale-up/scale-down pulse. It does not alter the puzzle board.

Persist the current level, diamond balance, and completed levels in local storage so the initial balance is 25 and progress survives reloads. Use touch/pointer-friendly buttons and tile presses. Use a responsive layout: on wide screens, a main play card and approximately 280px sidebar sit side by side; on narrow mobile screens, stack the sidebar under the play card, make the level buttons fit in one row of eight, and keep the central 5x5 board square. Match the screenshot’s polished neon casual-game style: rounded 20–22px cards, subtle translucent borders, heavy shadows, cyan crystal glow, gold move text, muted lavender-blue secondary text, and high-contrast white bold typography. Keep the entire interface in Hindi except for the GEM FLIP brand and the small shop/payment terminology visible in the design.

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