Appearance
Arcade › Ludo Dash
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Abdessatar Aziri built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ludo Dash yet. Play it, then tell Abdessatar Aziri what you would add next.
Ludo Dash was built by Abdessatar Aziri 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 Ludo Dash 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 mobile-first 3D single-token Ludo game titled “Ludo Dash 3D” (the game concept is Ludo Dash). Use Three.js or an equivalent WebGL 3D renderer with a fixed, slightly elevated perspective camera looking down at a square board, plus a dark navy stage and soft lighting/shadows. The board is an approximately 7x7 checker-pattern grid of low raised blue tiles on a thicker square base. It has four translucent colored home zones in the corners: red at the upper-left, green at the upper-right, yellow at the lower-right, and blue at the lower-left. A 24-cell loop track runs around the board’s perimeter/interior edge using the route: [1,0] through [6,0], down the right side to [6,5], across to [0,5], up the left side to [0,1], then back across to [4,1]. Mark the four players’ starting cells with colored circular markers and glowing rings. Put a glowing gold ring and a small rotating/floating gold gem on a raised circular goal pad in the center. There are exactly four players, each represented by one colorful stylized 3D pawn/token: red, green, yellow, and blue. A token consists of a colored cylindrical base/body, a small white spherical cap/highlight, and a thin pale ring around its base, with shadows and glossy materials. Initially all tokens sit in their matching corner home zones. The red, green, yellow, and blue starting track indices are respectively 0, 6, 12, and 18. Tokens move around the shared loop according to their own starting offset. If multiple tokens occupy the same location, spread them slightly around that point so they remain visible. The current player’s token should subtly bob, rotate, and scale up, while inactive tokens have gentler motion. Core interaction is turn-based pass-and-play on the same screen. Show a prominent Roll Dice button and a New Match button. On each roll generate a random integer from 1 to 6 and display it both in a floating 3D die near the upper-right of the board and in the HUD die display. Animate the die spinning briefly and animate token movement one cell at a time with a short delay between steps. A token at home can only enter the track when its player rolls a 6; entering places it on that player’s start cell, and rolling a 6 grants another turn. If the player is already on the track, move forward by the rolled number; require an exact roll to reach the goal, and if the roll would overshoot, leave the token in place and pass the turn. When a token lands on another non-home, non-finished token’s shared track cell, bump that other token back home and show a status message. Reaching exactly the end of the 24-cell route moves the token to the central goal position, declares that player the winner, shows a trophy result, and disables rolling. If a player rolls while already finished, simply pass the turn. Turns normally cycle Red, Green, Yellow, Blue; increment the round when cycling back to Red. Start with Red’s turn and the message “Roll to start. You need a 6 to leave home.” Build an immersive dark blue presentation: the WebGL scene background and surrounding stage should be near-black navy with subtle fog, a broad dark circular platform beneath the square board, blue/gold ambient accent lights, soft shadows, rounded tile edges, translucent colored home plates, and emissive highlights on the goal. Allow the user to drag horizontally directly on the board to rotate the board around its vertical axis, clamped to a modest range; do not make dragging the HUD rotate it. Keep the camera elevated and centered, adapting its height/aspect for narrow mobile screens. Add subtle continuous board tilt, floating/rotating goal effects, and a gently hovering dice display. Overlay the 3D scene with a responsive glassmorphism HUD that does not block board interaction except for its controls. At the top-left show “Ludo Dash 3D,” a subtitle describing it as a cleaner mobile-first 3D board with touch-friendly controls and drag-to-rotate view, and the hint “Drag on the board to rotate it.” At the top-right show a colored current-turn badge such as “Red turn” and a “Round 1” pill. Along the bottom show a translucent dock with the current status message, a four-card player strip, the dice result, explanatory rules text, and the two buttons. Each player card should show a colored dot, player name, and progress: “At home,” “Tile N / 24,” or “Goal reached”; highlight the active player with a matching inset outline/glow. The rules text should communicate: roll a 6 to enter, landing on another token bumps it home, and an exact roll into the goal wins. On win, change the turn badge to “[Color] wins,” display a trophy in the dice/result area, and show “[Color] reached the goal and wins.” Make the layout responsive: two-column bottom dock on wide screens, stacked controls on smaller screens, and a 2x2 player grid on phones. Use rounded translucent cards, white/blue-gray typography, vivid red #ff5d70, green #4ee48c, yellow #ffd84f, and blue #5aa8ff accents, with touch-friendly large controls.