Skip to content

Arcade › Gravity Flip Rooms

Gravity Flip Rooms

  • 3d
  • puzzle
  • gravity
  • grid
  • mobile
  • arcade
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Amit built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Gravity Flip Rooms yet. Play it, then tell Amit what you would add next.

Make your own game

Gravity Flip Rooms was built by Amit 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 Gravity Flip Rooms 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 Gravity Flip Rooms

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 3D puzzle game titled “Gravity Flip Rooms.” Show a single self-contained room as a flat, square-grid chamber viewed nearly straight-on with a slight perspective camera. The room is a dark purple backing panel surrounded by chunky low-poly sci-fi platform walls and floor tiles. Outside the chamber is a warm sunset-like gradient background from coral/orange at the top through peach to mauve/purple at the bottom, with soft fog, floating space-station rocks/crystals/barrels, dust motes, soft shadows, and warm ambient lighting.

The player is a cute rounded orange/yellow cube with a darker orange lower edge, two small dark rectangular eyes and subtle cheek marks. Place it on a grid cell marked S in the level data, but do not render the S marker. The goal is the glowing mint/teal portal inside a sci-fi exit gate on the cell marked E. The gate should pulse/animate with a rotating ring. Red crystal tiles marked X are deadly hazards; they should visibly glow red and be treated as dangerous obstacles. # cells are solid walls. Empty cells are traversable.

Core mechanic: the cube has no free movement. It slides continuously in the current gravity direction until it reaches a wall, unless it reaches the exit or a hazard first. A move rotates the entire room by 90 degrees and changes gravity: LEFT makes the left wall become the floor (gravity points left), RIGHT makes the right wall become the floor (gravity points right), and FLIP makes the ceiling become the floor (gravity points up). Starting gravity can vary by room, including down, left, or up. Animate the room rotation with easing; keep the cube’s face visually upright relative to the screen while the room turns. After rotation, animate the cube rapidly along every grid cell in its slide path, then make it squash/bounce and emit small landing particles when it stops against a wall. A move with no travel should make a small bump. Queue a requested next move if the previous rotation/slide is still animating.

If the cube touches a red crystal, hide it, emit orange/red particles, shake the camera, play a failure effect, show a short message such as “Hazard tile. The room resets,” and reset the cube to the room’s starting cell and starting gravity. If it reaches the glowing exit, emit mint/yellow/white particles, play a success effect, shrink/spin the cube, and show a results screen. Count each gravity change as one move. Each room has a computed or authored Par move count. Award 3 stars when moves are at or below Par, 2 when within two moves over Par, otherwise 1; save the best stars per room in local storage.

Include 10 selectable rooms: six authored tutorial/puzzle rooms and four generated rooms. The authored rooms should use these names and layouts/mechanics: “First Flip” teaches that the ceiling becomes the floor; “Side Step” teaches tapping right; “Red Alert” introduces red crystal hazards; “Brake Lines” teaches using walls to stop slides; “Upside Start” starts with gravity upward; and “Dead Ends” teaches planning paths that can terminate. Then provide “Drift Deck,” “Spin Cycle,” “Crystal Maze,” and “Core Chamber” as increasingly larger, denser generated rooms with walls and hazards and target pars roughly 5–6, 6–7, 7–8, and 8–10 respectively. Ensure generated rooms are solvable and have boundary walls, a start, an exit, and hazards. The final room should lead to a completion/mission-completed screen.

Title/menu presentation: on load, show the 3D background and an overlay card centered on screen with an animated orange cube icon, large orange text “GRAVITY FLIP ROOMS,” subtitle “Turn the room. Ride the fall. Find the exit.”, orange PLAY button, and purple HOW TO PLAY button. Use a rounded cream-white card with a soft shadow and chunky rounded buttons. PLAY opens a two-column “Choose a Room” level-select card listing all 10 rooms, each with number, name, star display, and Par; show total stars out of 30. Selecting a room enters gameplay.

Gameplay HUD: keep a top bar with home, restart, centered room number/name and “Moves N · Par N,” help (?) and sound/mute buttons, plus pause. At the bottom show three large rounded controls: LEFT, orange FLIP, and RIGHT. The FLIP button should be visually emphasized. Show a temporary room tip/toast on entry; authored tutorial rooms can show a hint pointing to the relevant control. Also accept touch: tapping the left/right side turns in that direction, swiping left/right turns, and swiping upward flips; accept mouse drag/click equivalents. Accept keyboard arrows or A/D for left/right, Up/W/Space for flip, R restart, P/Escape pause, M mute, and ? help. Prevent browser scrolling/zooming for the mobile game.

Help screen text should explain guiding the cube to the glowing exit, left/right turns, upward flip, sliding until walls, walls as brakes, red crystal hazards resetting the room, and earning 3 stars at Par or fewer; include the keyboard controls. Pause screen should offer RESUME, RESTART ROOM, and LEVEL SELECT. Results should show “Room Cleared!” or “Perfect Escape!”, animated one-to-three stars, moves/par, a retry button, next button (FINISH on the last room), and level select. After all rooms, show “MISSION COMPLETED,” the total stars out of 30, a celebratory cube icon and brief completion text, with confetti-like particles and a level-select button.

Use a playful polished low-poly 3D style with rounded cream UI, orange, purple, coral, mint, and yellow accents. Add subtle ambient particle motion, animated portal/ring and hazard glow, camera shake on land/failure, and responsive audio: a soft looping atmospheric pad, whooshes on room turns, thuds on landings, clicks for UI, a descending failure sound, a short ascending win melody, star tones, and a final fanfare. Include a sound toggle and persist mute and best-star progress locally.

More free browser games

Browse the whole Arcade →