Skip to content

Arcade › Lift Logic: Floor 99

Lift Logic: Floor 99

  • 3d
  • puzzle
  • strategy
  • mobile
  • elevator
  • route-planning
  • casual
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 Lift Logic: Floor 99 yet. Play it, then tell Amit what you would add next.

Make your own game

Lift Logic: Floor 99 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 Lift Logic: Floor 99 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 Lift Logic: Floor 99

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 “Lift Logic: Floor 99.” The core gameplay is route planning for an elevator: passengers wait on floors and each passenger has a colored tag showing their destination with an up arrow (▲) or down arrow (▼). Before running, the player taps floors in the order the elevator should stop; the route has a strict maximum number of stops. Then the player presses GO to animate the elevator through that route. At every visited floor, passengers whose origin is that floor attempt to board in queue order, but passengers already in the cab get off first. The player must deliver every passenger to their destination. Passing closed floors is allowed, but stopping on a closed floor immediately fails. On direction-rule levels, a passenger boards only when the elevator’s next stop travels in the same direction as that passenger’s requested trip. The elevator has a level-specific capacity; if it is full, additional waiting passengers remain behind and the route fails. If the route ends with riders still aboard or waiting passengers not collected, show a clear failure reason.

Use a warm, cheerful, toy-like low-poly 3D presentation viewed from a fixed elevated front/side perspective, framing a tall cutaway elevator tower vertically in the center. The tower consists of stacked peach/orange floors with cream floor slabs, alternating pale peach wall panels, a dark brown elevator shaft at the left-center, brown vertical rails, and a golden-yellow open elevator cab traveling vertically in the shaft. Show the cab’s dark cable extending upward to the roof. Closed floors use red/pink floor and wall coloring with yellow barrier elements and a prominent red “CLOSED” floor label. Put large rounded rectangular floor-number labels down the left facade; labels show the actual floor number and can show orange numbered route markers for planned stops. Add small floor lights that turn on for planned stops. Place small stylized Kenney-like human figures on waiting floors and animate them walking into the cab, riding, walking out at destinations, idling, and celebrating or refusing boarding. Each figure has a floating colored destination tag. Include a soft peach sky gradient, distant simplified skyline, green ground/street, warm sunlight, soft shadows, fog, and a polished casual-game aesthetic. Use large rounded Fredoka-style typography and colorful raised buttons.

The title screen should match this visual language: a peach-to-cream gradient background, large orange “LIFT LOGIC” text with white dimensional shadow, large white “FLOOR 99” text with orange shadow, the subtitle “Plan the elevator stops. Deliver every passenger. Skip the closed floors.”, a large green PLAY button, a teal How to Play button, and top controls for home, help, and music. The game should have a level-select screen called “Choose a Shift,” showing ten levels in a two-column grid and total stars out of 30. The ten levels and their exact puzzle settings are: (1) “First Shift,” floors 1–6, start floor 1, capacity 4, no closed floors, passengers 1→4 and 1→6; (2) “Closed for Repairs,” floors 8–14, start 8, capacity 4, closed floors 11 and 13, passengers 8→12, 9→14, 12→14; (3) “Going Down,” floors 15–22, start 22, capacity 4, closed floors 16 and 19, passengers 22→17, 21→15, 17→15; (4) “Tiny Cab,” floors 23–30, start 23, capacity 2, closed floor 28, passengers 23→27, 23→27, 25→29, 26→29; (5) “Middle Start,” floors 31–39, start 35, capacity 3, closed floors 34 and 37, passengers 35→39, 39→32, 36→33, 33→38; (6) “Which Way?,” floors 40–48, start 40, capacity 4, closed floors 42, 45, and 47, with direction rule enabled, passengers 43→41, 44→48, 41→46; (7) “Rush Hour,” floors 49–58, start 49, capacity 3, closed floors 53, 54, and 57, passengers 49→52, 49→55, 49→55, 49→58, 52→58; (8) “Penthouse Panic,” floors 59–69, start 69, capacity 2, closed floors 62 and 66, direction rule enabled, passengers 69→59, 67→61, 65→60, 64→68, with one extra allowed stop beyond the minimum; (9) “Lunch Break,” floors 70–81, start 75, capacity 3, closed floors 70, 74, 78, and 81, passengers 75→80, 75→71, 77→72, 73→79, 80→76, 71→77, with one extra allowed stop; (10) “Floor 99,” floors 88–99, start 88, capacity 3, closed floors 90, 94, and 97, direction rule enabled, passengers 88→95, 88→99, 91→89, 93→98, 96→92, 98→93, 99→88, with one extra allowed stop. Present each level’s tutorial tip, such as the starting-floor, closed-floor, capacity, middle-start, direction, rush-hour, or final-planning hint.

During planning, display a top HUD with the current level name, queue chips for every passenger (origin, arrow, destination), a cab capacity chip, and a direction-rule chip when applicable. At the bottom display “Stops used / maximum” and the route, plus Undo, Clear, and green GO buttons. Add rotating instructional tips including: tap the last stop again to remove it, fewer floors traveled earns more stars, retry keeps the plan, riders get off before new riders board, and tags show destinations. Tapping a floor appends it to the route; tapping the current last planned floor removes it; reject duplicate consecutive stops and stops beyond the maximum. Show a pulsing hover/highlight state on desktop and a hint arrow pointing toward the first suggested stop on uncleared levels. Also support keyboard controls: number keys map to visible floor indices (1–9, 0 for 10, - for 11, = for 12), Space/Enter runs the route, Backspace/U undoes, C clears, P pauses, R retries, M toggles mute, and Escape pauses or closes help.

Animate movement with easing and elevator hum; use simple synthesized sound effects for taps, boarding, arrival dings, delivery, refusal, failure, and victory, plus looping background music with a mute toggle saved locally. Give successful deliveries confetti bursts and check-mark destination tags. Give failures red flash/shake effects, refusal animations, and an explanatory result screen. On success show “Delivered!” or “Perfect Route!”, 1–3 stars based on traveled-floor distance versus the computed best possible distance, “All N passengers arrived safely,” the distance and best distance, and Retry/Next buttons. On failure show “Route Failed,” the exact issue (closed floor, cab full, wrong direction, missed pickup, or rider left aboard), and explain that retry preserves the route. Save each level’s best star count locally. After completing the final level, show a “MISSION COMPLETED” screen with a trophy, a statement that every passenger reached the Floor 99 Tower, and the total stars out of 30. Include pause, help, level-select/home, and music controls throughout the appropriate screens.

More free browser games

Browse the whole Arcade →