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Arcade › Glow Grid
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Jahjah built it with Cinevva, so it works on a phone or a tablet too.
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Glow Grid was built by Jahjah 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 Glow Grid 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 minimalist, responsive browser puzzle game titled “GLOW GRID.” Use a full-screen HTML canvas with no scrolling, a very dark navy background, and a subtle diagonal gradient from slightly lighter navy at the upper-left to #08111f. Center a 5x5 Lights Out-style grid. The objective is explicitly shown as “Turn every light off.” At the top center, render the bold uppercase title “GLOW GRID” in pale blue-white, with the subtitle “Turn every light off” beneath it in muted blue-gray. Beneath that, place a wide rounded status panel spanning nearly the screen width with dark navy fill and a thin blue border. Show “LEVEL 1” (or the current level) in gold at the left and “MOVES 0” (or the current move count) in white at the right. The board is a square 5x5 arrangement centered horizontally. Tiles have rounded corners, narrow consistent gaps, and responsive sizing: on a desktop-sized viewport the board is roughly 355px square, while it should shrink to fit smaller screens. Each tile is either off or on. Off tiles are very dark blue (#1a2a43) with a subtle darker-blue border and a faint small circular mark near the center. On tiles are vivid electric blue (#2b76ff) with a pale cyan border, a strong soft blue glow, and a small translucent light spot near the upper-left portion of the tile. Add a slight upward hover lift of about 2px for the tile under the pointer. The initial board is randomly generated by starting empty and applying 9 random plus-shape toggles for level 1 (use 7 + level*2 toggles, capped at 18); if it happens to be empty, turn on the center tile. This guarantees a solvable state because it is generated by legal moves. Core mechanic: tapping/clicking a tile flips that tile and each orthogonally adjacent tile (up, down, left, right), but not diagonals and not cells outside the 5x5 board. Increase the move counter by one for every press. The player wins when all 25 tiles are off. Ignore further tile presses while solved. Include pointer/touch interaction with pointer capture and prevent page scrolling. Also support keyboard R to reset/re-roll the current puzzle, and Enter to advance after solving. At the bottom center, render a rounded rectangular button about 220px wide and 48px high, with dark blue fill and a blue border. Before winning, its label is “RESET PUZZLE”; clicking it clears the current state, resets moves to zero, and generates a new puzzle at the current level. After winning, change the label to “NEXT PUZZLE →” in mint green; clicking it increments the level and generates a new puzzle with more random setup toggles (7 + level*2, capped at 18), resetting the move counter. Beneath the button, show the muted instruction “Tap a tile to flip it and its neighbors.” When solved, preserve the all-off grid, show a translucent mint-tinted overlay/pulse over the whole canvas, and display a rounded dark teal success panel below the grid reading “GRID CLEARED — NICE WORK” in mint green. The successful state should also use the next-puzzle button. Keep the layout adaptive: use viewport dimensions to position the header, status panel, grid, button, and instruction, with the board capped around 480px and margins so everything fits vertically. Use a crisp system sans-serif font, high contrast, soft neon lighting, rounded UI panels, and a polished restrained arcade-puzzle aesthetic. Do not add enemies, timers, lives, sound, power-ups, score systems, diagonal interactions, or other game modes not described here.