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Arcade › Letter Dance

Letter Dance

  • casual
  • typing
  • arcade
  • music
  • 3d
  • toy
0
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6 plays

How to play

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

Discussion

Nobody has said anything about Letter Dance yet. Play it, then tell Deanna Malloy what you would add next.

Make your own game

Letter Dance was built by Deanna Malloy 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 Letter Dance 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 Letter Dance

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 portrait-friendly interactive Three.js game titled “Letter Dance.” It is a playful neon typing/toy experience rather than a conventional level-based game: users type characters, and each entered character becomes a colorful animated card that dances on a glowing stage.

Scene and camera: use a dark purple background (#130522) with matching fog, a perspective camera positioned above and in front of the stage, looking toward the center. The 3D environment has a wide, slightly beveled/cylindrical dark-purple dance floor, with four concentric thin magenta/pink glowing rings on its surface. Add soft bright hemisphere lighting and a moving white spotlight. Scatter dozens of tiny colorful disco sparkle spheres in the background. The overall visual style is glossy, saturated, whimsical, and arcade-like, with pink, violet, cyan, yellow, and green accents.

Dancing letters: each typed character is rendered as a square, rounded-corner card/plane in the 3D scene. Generate its texture with a diagonal two-color gradient chosen from vivid palettes, a thick translucent-white border, and a large bold white character with a dark soft shadow. Display up to the last six typed characters at once, arranged in a centered horizontal row above the floor. The input itself can hold at most 12 characters, but only the final six are shown as dancers. Each card has a deterministic individual dance selected from its character/index: bounce vertically, spin continuously, wiggle rapidly side-to-side, slide side-to-side, moonwalk-like movement with depth/tilt, hop, sway/rock, or flip/tilt. Animate the cards continuously with combinations of position, rotation, scale, and slight depth motion; newly created cards should begin their animation immediately. The character card texture should support letters, punctuation, symbols, and non-Latin characters, including a visible placeholder glyph for a space if a space is entered.

HUD and layout: overlay a full-screen HTML HUD above the 3D canvas. At the top, show the large white title “Letter Dance” on the left and a rounded translucent pill on the right showing “0 moves” initially. Below, show a centered dark translucent rounded text input with a light border; initialize it with “Aa,” and focus it on startup. Under it display this exact instructional idea: “Type on your keyboard or tap keys below. Two letters dance at the same time — each one gets its own move.” At the bottom, show a responsive control row of colorful rounded buttons: “Letters” (active initially, orange/yellow gradient), “lowercase,” “symbols,” “other symbols,” “languages letters,” “Clear” (pink/red), and “Done” (green). Under these controls, render the currently selected character keyboard as a wrapping grid of translucent glassy rounded keys.

Input and controls: allow normal physical keyboard typing and direct text entry in the input. Also allow tapping the on-screen keys. Every added nonempty character increases the moves counter by one and briefly produces a full-screen soft white radial flash. The input is capped at 12 characters. “Clear” empties the input without adding a move. “Done” triggers a celebration pulse: increase the score by the current text length, with a minimum of one, briefly enlarge/intensify the dancing cards, and flash the screen; if the input is empty, populate it with “OK.” Pressing Enter in the text field has the same Done behavior. Keep the score displayed as “N moves.”

Keyboard modes and exact contents: the active “Letters” mode shows A through Z. The “lowercase” button is a toggle, not a separate character set: when enabled, the Letters keyboard shows a through z and typed letter output is lowercased; visually mark it active. “symbols” shows !, ?, @, #, $, %, &, *. “other symbols” shows ★, ♥, ☀, ☁, ☂, ☺, ♫, ⚡, ✿, ◆. “languages letters” shows Á, É, Ñ, Ç, Ω, Ж, Я, 字, あ, अ, ب, ש. Selecting a mode rerenders the keyboard and marks that mode active. Keyboard buttons should prevent accidental scrolling/selection and work well on touch devices.

Responsive presentation: use a fixed full-screen canvas and overlay, safe-area-aware padding, responsive typography, and smaller buttons/keys on narrow screens. Preserve the composition shown in the reference: title and score near the top, input and hint beneath, the animated cards in the middle, and the colorful control/key area occupying the lower portion. Include glossy button shadows and active/pressed movement states, translucent glass styling for the score/input/keys, and a brief radial flash overlay for typing and completion feedback. No enemies, timer, lives, levels, or external win condition are needed; the core goal is simply experimenting with characters and watching each one perform its own dance.

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