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Knot Master 3D

  • 3d
  • puzzle
  • casual
  • mobile
  • untangle
  • physics
  • level-based
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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. Amit built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Knot Master 3D 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 Knot Master 3D 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 Knot Master 3D

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 “Knot Master 3D.” Use a perspective Three.js-style camera looking down at a cozy wooden tabletop/board from above at a shallow angle, automatically framing each rectangular board as its peg grid changes size. The world should have warm pastel lighting: a peach-to-cream vertical background, a warm brown floor/table environment, a wooden rectangular board with visible grain and raised darker rim, soft shadows, ambient hemisphere light, and a gentle polished casual-game appearance. Use a rounded Fredoka-like UI font and cream cards with orange accents, rounded corners, drop shadows, and large touch-friendly buttons.

Core gameplay: each level places a rectangular grid of small cream wooden pegs with brown rounded caps on the board, with slight deterministic positional jitter. Colorful thick ropes connect pairs of pegs. Ropes should be visibly simulated as sagging 3D tubes with striped texture, colored from a repeating palette (coral/red, blue, yellow, green, purple, orange, pink, teal, lime), and have colored torus-like loops at both ends. Ropes are initially arranged so they cross one another in the board’s top-down X/Z plane. The player’s goal is to free every rope. A rope is automatically freed when its straight endpoint-to-endpoint segment crosses no other currently active rope; when freed, it should rise/fly away, fade out, produce matching colorful particle bursts, a small camera shake, and a celebratory musical effect. Multiple newly free ropes can trigger in a short chain, increasing a combo and awarding score: 100 points times the combo count.

Interaction: on touch or mouse, press/drag a colored rope loop at either endpoint. While held, lift that endpoint above the board and move it over the board; constrain it inside the board. Release near an empty peg to reattach the selected rope end there, increment Moves, play a drop sound, and re-evaluate which ropes are free. Dropping anywhere else cancels/reverts the move. Do not allow occupied pegs as destinations. The dragged rope should visibly follow the held endpoint with physical sag. After a successful move, wait briefly, detect all active ropes with zero crossings, and animate them away. Show a pulsing white snap ring around a valid nearby destination while dragging. Include a Hint button that chooses a useful move, displays pulsing yellow rings around the suggested rope end and empty destination peg, and displays a toast explaining the move. Include a restart button.

Provide keyboard support matching the original: arrow keys or WASD select rope endpoints, Space/Enter grabs and drops, directional keys choose a destination while holding, H shows a hint, R restarts, Escape pauses or cancels a held rope, and M toggles mute. On keyboard selection, show a pulsing cyan ring around the selected endpoint. Also support mouse and touch drag directly on the rendered board.

Levels and progression: provide exactly 10 deterministic levels. Level configurations are: 3x3 grid/2 ropes/minimum 1 crossing/par 1; 3x4/3 ropes/minimum 2/par 2; 4x4/3/minimum 3/par 3; 4x4/4/minimum 4/par 4; 4x5/5/minimum 5/par 5; 4x5/6/minimum 7/par 6; 5x5/6/minimum 8/par 6; 5x6/7/minimum 10/par 7; 5x6/8/minimum 12/par 8; and 5x6/9/minimum 14/par 9. Generate pairs from the grid so ropes do not begin by using adjacent pegs or passing too close to an unrelated peg, and ensure the intended layouts have inter-rope crossings. Use deterministic seeds corresponding to 11, 23, 37, 41, 59, 67, 73, 89, 97, and 113. Scale the board and camera to the level’s columns and rows.

Scoring/results: count every successful endpoint relocation as a move. At completion, show a result card with 3 stars if moves are at or below par, 2 stars if moves are at most par+3, otherwise 1 star. Display the level’s move count and score. Persist each level’s best star rating locally and show a 10-button level-select grid with star ratings and a total out of 30. After Level 10, show a “MISSION COMPLETED” card with earned stars, total stars out of 30, and buttons for Level Select and Replay Level 10. Include a short win fanfare and particle celebration.

HUD and screens: on the title screen show “Knot Master 3D,” the subtitle “Untangle colourful ropes on a cosy wooden board,” a large orange Play button, and How to Play. Play opens level select. During play, show a top bar with Home, centered “Level N,” Help, mute/unmute, and Pause buttons; centered chips below for “Moves N” and “Ropes remaining/total”; and bottom Restart and orange Hint buttons. Home returns to level select. Pause opens a card with Resume, Restart, and Level Select. Help explains that ropes are tied between pegs, the player drags colored loops to empty pegs, ropes crossing no other rope float away, fewer moves earn more stars, and the Hint control; include the keyboard controls. Use toast messages for level start, tips, hints, and combo messages. Add periodic tips such as “a rope that crosses nothing floats away,” “short ropes are easier to free,” “move an end next to its partner peg,” “free ropes can unlock a chain reaction,” and “plan ahead — fewer moves, more stars.”

Audio: include looping low-volume background music, generated short tones for pickup/drop/cancel/click, hint, rope-free chain, and win; provide a mute button whose state persists locally and use vibration feedback on supported mobile devices. Keep the UI and gameplay usable in portrait mobile view as well as desktop. Do not add mechanics not described here.

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