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Arcade › Ludo Dhaka
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mohit Billah built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Ludo Dhaka yet. Play it, then tell Mohit Billah what you would add next.
Ludo Dhaka was built by Mohit Billah 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 Dhaka 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 focused playable two-player Ludo game titled “Ludo Dhaka” in a clean top-down 3D style using an orthographic camera. The scene should be viewed almost straight down at a compact square board, with a deep forest-green background and a dark green raised square board base. Use Bangladesh-inspired colors: vivid red for the human player and green for the AI, with pale nearly white track tiles and red/green home areas. Board layout: make a compact 24-space loop track arranged as three horizontal rows/segments around the center: 11 pale square tiles across the upper row, one tile down at the right, 11 tiles across the lower row in the reverse direction, and one tile up at the left. Use a tile size around 1.6 world units with small gaps. The upper portion of the route should have a subtle pink/red tint for the red side and the lower/other route should be pale green/white. Mark four safe spaces (including each player’s starting space) with a subtle darker green/emissive treatment. Put a large flat red circular goal/home centerpiece in the middle of the track. Add two colored home/base pads outside the route: a dark red square pad at the upper-left, containing four red cylindrical tokens arranged in a 2-by-2 formation, and a dark green square pad at the lower-right, containing four green cylindrical tokens in a 2-by-2 formation. Each token is a short, rounded-looking two-tier cylinder/pawn with a wider lower cylinder and smaller top cylinder. Red tokens are bright red; green tokens are medium green. Tokens should sit slightly above the board and have simple lighting, soft material shading, and subtle rotation. Red is the human player; green is controlled by a simple AI. Implement the core rules with four tokens per side. At the start all pieces are home. The human always begins. A player presses a visible “Roll Dice” button to roll a random value from 1 to 6. A home token can only enter the track when the roll is exactly 6, and it enters on that player’s start space. A roll of 6 gives the same player another turn. Move a token around the 24-space loop according to the roll, then enter that player’s four-space colored finish lane: red’s lane extends upward from the red start area and green’s lane extends downward from the green start area. A token must use the exact number needed; reject moves that overshoot the end. A token reaching the last finish-lane space is finished. The first player to finish all four tokens wins and the game stops. When the human rolls, calculate every legal red move. Make all legal red tokens visibly selectable by pulsing/glowing their emissive material; the user must click one highlighted red token in the 3D canvas to move it. Animate movement with a brief eased hop/bounce along the route, then resolve the move. Tokens belonging to the same player on one destination may be slightly offset so they remain visible. Landing on an opposing token on a non-safe track tile captures it and sends it back to its home base; show a status message for a capture and allow the capturing player another turn. Do not capture on safe spaces, including the start spaces. If a roll has no legal move, show “No valid moves” and automatically end the turn, while still granting another roll if the roll was 6. After the red turn ends, switch to Green and have the AI roll automatically after a short delay. The green AI should prefer a move that captures a red piece, then a move entering its goal lane, then a piece leaving home, otherwise choose a reasonable furthest-progress move. The AI should perform its move automatically after a short delay. Captures and sixes can produce another turn. HUD: overlay translucent dark-green rounded panels in the upper-left. Show the large title “Ludo Dhaka”, current turn (“Turn: Red” or “Turn: Green”, and “Game Over” when applicable), “Roll: -” or the last die result, and a status line such as “Roll a 6 to leave home.” Include red “Roll Dice” and green “Restart” buttons. Add a legend identifying a red dot as “You” and green dot as “AI”. Put a translucent hint panel near the bottom/right saying “Click a highlighted red piece after you roll.” Keep the camera fixed with no camera drag controls. Add responsive resizing for mobile screens, keep the canvas full-screen, and use simple lighting/shadows or ambient shading against the dark green environment. Optional lightweight click/move/capture tones may be used, but the game must work without sound.