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Arcade › Glow Push

Glow Push

  • 2d
  • puzzle
  • sokoban
  • mobile
  • minimalist
  • 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. It was built with Cinevva, so it works on a phone or a tablet too.

Discussion

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Make your own game

Glow Push was built 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 Push 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 Glow Push

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 mobile-friendly browser puzzle game titled “Glow Push,” a minimalist neon Sokoban game. Use a dark navy full-screen interface with a responsive layout: header at top, centered square canvas board, and footer controls. The header shows the uppercase spaced title GLOW PUSH on the left, and compact pill HUD elements on the right for “Level 1 / 3” and “Moves 0,” plus a Reset button. Below the board, show the instruction text “Arrow keys / WASD to move” and a four-button on-screen D-pad arranged as up on the first row and left/down/right on the second row. On wider screens the D-pad/footer can sit at the lower-right while the board remains centered.

The core game is classic push-only crate puzzling on a rectangular tile grid. The player is a small glowing lavender-purple circular character with two tiny white eyes. Arrow keys and WASD move one tile at a time; the on-screen directional buttons do the same and must support touch/pointer input. Every valid player step increments the Moves counter. The player cannot enter wall tiles. When moving into a crate, push it exactly one tile in the same direction, but only if the destination tile is open and does not contain another crate; otherwise the move is blocked. There is no pulling, jumping, timer, combat, or falling. Press R or the Reset button to restart the current level with moves reset to zero. Enter, tapping the board, or tapping a direction button after a win advances to the next level; after the final level it restarts from level 1.

Implement exactly three fixed levels with wall borders and the following ASCII layouts, where # is a wall, spaces are walkable floor, $ is a crate, . is a target, and @ is the player:
Level 1 (8 columns x 6 rows):
########
###  .##
#   $  #
#  $   #
# . @   #
########
Level 2 (9 x 6):
#########
# .     #
# ###$  #
#  $  . #
#  @    #
#########
Level 3 (9 x 6):
#########
#   .   #
# $###$ #
#  .@.  #
#   $   #
#########
Treat spaces in these layouts as floor and preserve each level’s fixed walls, crates, targets, and starting player position. The level is won when every target has a crate on it. On completion, prevent further movement and show a dark translucent overlay over the board with centered text: “CHAMBER CLEARED” for levels 1–2 or “ALL CLEAR” for level 3, plus “Tap the board for next level” or “Tap to restart.” The message below the board should change to “Targets charged — tap Next Level” for intermediate wins and “All chambers cleared!” on the final win.

Render the board on a canvas with a square tile size that fits the available canvas while preserving the whole grid and centering it. The canvas should have rounded corners and a subtle deep-blue outer glow/shadow. Use a radial-gradient background from medium midnight blue near the upper center (#182756) to nearly black navy (#080d1c). Draw wall cells as very dark blue blocks (#111a31), and floor cells as slightly lighter slate-blue blocks (#202c4d) with thin inset-looking blue borders (#34446c). Leave the surrounding canvas area as the same atmospheric gradient.

Targets are glowing cyan/teal rings centered in their floor tiles, with a soft radial turquoise aura that subtly pulses over time. Use a dark teal center when empty and bright mint/cyan when occupied, with a light cyan outline. Crates are orange-gold square boxes inset within their tile, with a pale yellow inner border and a brown X mark across the face. A crate on a target should become brighter yellow-orange and gain a stronger orange glow. The player is a lavender glowing orb, approximately 29% of a tile radius, with a soft purple shadow/glow and two small white eyes. Keep the aesthetic clean, sparse, and atmospheric: navy puzzle chamber, blue grid floor, luminous cyan targets, amber crates, and a friendly purple orb.

Use readable system UI typography and compact dark-blue rounded controls with light borders. Keep the canvas and controls responsive for portrait mobile screens and desktop widths. Include accessible labeling for the board and ensure the visual HUD always communicates current level, move count, reset, instructions, and completion state.

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