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Gemline

  • 2d
  • match-3
  • puzzle
  • casual
  • touch
  • 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. clairesh00k built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Gemline yet. Play it, then tell clairesh00k what you would add next.

Make your own game

Gemline was built by clairesh00k 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 Gemline 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 Gemline

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 portrait-friendly 2D match-3 puzzle game titled “Gemline.” Use a full-screen dark navy canvas with a subtle radial gradient, and an HTML-style HUD over it. At the top, center a wide responsive bar (about 92vw, max 620px): show the bold, widely letter-spaced white title “GEMLINE” on the left, and two dark translucent rounded statistic pills on the right labeled SCORE and MOVES, with the current score and remaining moves in large white type. At the bottom, use a matching responsive bar with the hint “Tap two adjacent gems to swap” on the left and a purple/blue gradient rounded “New game” button on the right. Show short rounded toast messages near the upper-middle of the screen for game feedback such as “Make a match of 3”, “Line cleared!”, “No line there”, “Combo x2!”, and the final score when moves run out.

The playfield is a fixed 8 by 8 grid centered on the viewport. Size it responsively to the smaller of 90% viewport width, 69% viewport height, and 590px, with a little surrounding margin. Behind it draw a dark translucent navy rounded rectangular board frame with a soft shadow. Each of the 64 cells is a separate dark blue translucent rounded square with generous gaps. Put one glowing faceted gem in each cell. Gems are small stylized six-sided polygon/crystal shapes with a light highlight facet, thin pale outline, colored gradient fill fading toward deep navy, and a colored glow/shadow. Use exactly six gem colors: pink/red (#ff5d8f), gold/yellow (#ffbd4a), green (#50d890), cyan/blue (#5cc8ff), violet (#9a72ff), and magenta (#f06bff). Give gems a very subtle continuous vertical bob/pulse animation. The selected cell has a bright white rounded-square outline/glow and its gem smoothly scales up to about 1.11x.

Gameplay: initialize a random 8x8 board using the six gem types, while preventing any immediate horizontal or vertical run of three during initial generation. The player taps/clicks one cell, then taps/clicks a second cell. If the second cell is not orthogonally adjacent (up/down/left/right), simply make it the new selection. If it is adjacent, animate the two gems sliding into each other over roughly 0.24 seconds, then swap them. A successful swap is one that produces at least one horizontal or vertical line of 3 or more identical gems; only successful swaps consume one move. Start with 30 moves. If the swap creates no match, animate the gems back to their original positions, do not decrement moves, and show “No line there”. Ignore input while a swap or cascade is resolving.

When a valid swap creates matches, identify every horizontal or vertical contiguous run of at least three same-colored gems, including all cells in longer runs and any intersecting runs. Emit small colored circular particle bursts around cleared cells. Remove matched gems, award score equal to matched cell count times 10 times the cascade chain number, and briefly pause (about 220ms) before refilling. Collapse each column downward so remaining gems fall into empty spaces, generate random new gems at the top, and animate the falling motion. Re-scan the full board and continue clearing/refilling automatically while matches remain. The first clear should show “Line cleared!”; cascades of more than one wave should show the appropriate “Combo xN!” message. Keep the score formatted with thousands separators and update the MOVES counter after successful swaps. When the counter reaches zero after resolution, stop accepting moves and show “Final score [score]”.

The New game button must immediately reset the board, score to 0, moves to 30, selection, particles, animations, and game-over state, then show “Make a match of 3”. Make the entire interface touch-friendly, prevent page scrolling, support pointer/touch and mouse input, and resize the canvas and board cleanly with the viewport. The visual style should be polished, minimal, neon-glowing, and cool-toned: near-black navy background (#0b1021), board/cell blues, soft shadows, crisp white HUD typography, and vivid luminous gems. Do not add power-ups, timers, lives, obstacles, sound, levels, swipe controls, or features beyond this tap-to-select adjacent-swap match-3 loop.

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