solomondelefalaju
i only entered level 6
Arcade › Grain Shift
Slide colorful wooden cubes with directional arrows in **Grain Shift**, a captivating 3D puzzle. Clear paths strategically and watch the blocks float free, revealing intricate patterns as you progress through 25 beautifully crafted levels, each demanding thorough planning and foresight.
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
i only entered level 6
Grain Shift was built by Oleg Sidorkin 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 Grain Shift 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 3D wooden block-sliding puzzle game with the following specifications: **Camera & Perspective:** Fixed 3D perspective camera at position (7.8, 6.5, 9.4) looking at the origin. The player can orbit the camera by dragging anywhere on screen (yaw and pitch controls), and zoom with mouse wheel (distance range 8.5 to 17 units). Camera starts with yaw -0.62, pitch 0.47, distance 12.2. **Scene & Environment:** Soft gradient background from warm peach/beige (#f7ead8) to cool teal-gray (#91a5ad) with three large blurred circular overlays creating a dreamy bokeh effect. Fog from distance 10 to 24 in warm beige (#e5d1b9). Three-point lighting: warm hemisphere light, warm directional key light from upper right casting soft shadows, and cool blue rim light from rear left. **Pedestal Platform:** Two-tiered cylindrical pedestal at y=-2. Bottom tier is dark gray-green (#5a6c6f) cylinder (radius 4.45-4.7, height 0.35) with subtle metallic finish. Top tier is warm beige inset (#e6c9aa) circle (radius 3.95-4.0) with matte texture. Both receive shadows. **Wooden Cubes:** Rounded-corner cubes (1.36 × 1.36 × 1.36 units with 0.075 radius rounding) arranged in a 3D grid pattern with 1.48-unit spacing. Each cube has a procedural wood grain texture in warm orange-brown tones (#b97940 base with darker grain lines), four slight color variations cycling through the set. Cubes cast and receive shadows with soft PCF shadow mapping. **Directional Arrow Stamps:** Each cube displays dark brown arrow glyphs (↑↓←→) burned into its faces indicating its single allowed exit direction. Arrows appear only on faces geometrically aligned with the movement: horizontal movers (px/nx/pz/nz) show arrows on all four vertical sides plus top and bottom caps; vertical movers (py, upward) show upward arrows only on the four vertical sides with blank top/bottom. Arrow stamps are semi-transparent (opacity 0.84) dark brown (#442110 at 72% opacity) using bold Arial glyphs at 158pt, rendered on 0.84-unit planes positioned 0.686 units from cube center. **Core Mechanic:** Tap/click any cube to attempt sliding it out in its arrow direction. A cube can only be removed if its entire exit path is completely clear—no other cubes may occupy any grid cell along the ray from the cube's position extending infinitely in its stamped direction (checking x-aligned, z-aligned, or y-aligned lanes). If blocked, the cube briefly scales to 1.06× and shows toast message "That arrow is blocked. Clear its path first." If clear, the cube slides out at 8.5 units/sec with velocity in its arrow direction, spawning a particle burst of 11 golden sparks (#ffd27c spheres, radius 0.045) that travel outward with downward gravity (3.2 units/s²) and fade over 0.62 seconds. A second smaller burst of 5 sparks spawns after 0.16 seconds. Removed cubes disappear after 0.78 seconds. **Audio Feedback:** When a cube successfully slides out, play a short wooden tick sound (triangle wave oscillator sweeping 240Hz to 155Hz over 90ms, 0.055 gain). When all cubes are cleared, play a rising major arpeggio (C5-E5-G5-C6 at 105ms intervals, final note as pure sine tone). **Level Progression:** 25 total levels. First 3 are hand-authored simple configurations (7-14 cubes). Remaining 22 are procedurally generated with seeded randomness, increasing in size from 2×2×1 grids up to 4×4×3 grids by level 25, with strategic gaps punched in later levels. Every level is validated to have at least one solution via depth-first search before display. Generated levels guarantee solvability by constructing in reverse: start with all cubes placed, repeatedly pick a cube with a clear exit path and assign it that direction, recording the removal order. **HUD:** Top-left: white rounded card with "GRAIN SHIFT" title and subtitle "Clear the wooden puzzle". Top-right: white rounded card showing "LEVEL X / 25". Bottom-left: white rounded instruction card "Tap a tile to slide it out. Drag anywhere to rotate the cluster." Bottom-right: circular brown button (↻) to restart current level. All UI elements have frosted glass effect (backdrop-filter blur 12px) with soft shadows. Toast notifications appear at top-center with messages like "Only clear arrows can slide out" (level 1), "Level X — every tile has a solution", "Clear path — sliding out", "Puzzle cleared!", and "All 25 puzzles cleared!" (final level). **Visual Polish:** Puzzle cluster group has subtle continuous rotation (sine wave wobble at 0.00045 speed). ACESFilmic tone mapping with 1.12 exposure. SRGBColorSpace output. Antialiasing enabled. Pixel ratio capped at 2× for performance. The entire aesthetic is warm, tactile, and minimalist with a focus on natural wood textures and soft studio lighting.