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Ludo Loop

  • board
  • ludo
  • turn-based
  • strategy
  • multiplayer-vs-bots
  • casual
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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. RGR AKASH built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Ludo Loop was built by RGR AKASH 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 Loop 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 Ludo Loop

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 responsive browser game titled “Ludo Loop,” a single-player Ludo-style race on a square 15x15 board. The player controls Red and plays against three simple computer bots: Blue, Yellow, and Green, in that turn order. Use a centered dark navy app shell with a subtle radial-gradient background, header text “LUDO LOOP,” and a gold pill badge reading “YOU VS 3 BOTS.” Below it, show a large square canvas board with rounded corners and a soft shadow; it should scale down responsively for mobile while remaining touch/click interactive.

Board appearance: draw an off-white/cream 15x15 gridded board with very subtle beige grid lines. Put four colored home quadrants in the corners, each a 5x5 area with a pale tint and a thick border: Red/pink at upper-left, Blue at upper-right, Yellow at lower-right, Green/teal at lower-left. Each home has four white circular token spots arranged as a 2x2 group near the inner side of its quadrant. The outer playable track is a loop of 52 circular cream/white spaces around the perimeter, outlined in beige; color each player’s starting space with a faint tint of that player’s color. The four starts are spaced around the loop: Red at the top section, Blue at the right, Yellow at the bottom, and Green at the left. From each side toward the center, draw a six-cell colored finishing lane (only the first five lane cells visibly colored/outlined, with the final center represented by the finish area): Red’s lane runs downward from the top, Blue’s runs leftward from the right, Yellow’s runs upward from the bottom, and Green’s runs rightward from the left. In the center, draw a white diamond divided into four triangular wedges colored Red/pink on top-left, Blue on top-right, Yellow on bottom-right, and Green on bottom-left, with a dark star at the exact center.

Tokens are small colored circular pieces with white outlines and white numbers 1–4. Tokens begin in their player’s four home spots. When a token is highlighted as a legal choice, give it a dark/navy thick outline and make it slightly larger. If multiple tokens occupy one cell, render them with small horizontal offsets so they remain identifiable. Tokens move clockwise around the 52-space perimeter, then through their color’s six-cell home lane, and finally into the central finish. A token cannot leave home unless the die is 1 or 6. For an active token already on the route, add the die result to its progress; it may not move beyond the center finish. Landing on an occupied perimeter cell captures every opponent token there and sends those captured tokens back to its home spot. Tokens in colored lanes cannot be captured. When all four tokens of a player reach the center, that player wins and the game stops.

Gameplay controls and rules: the HUD is a dark translucent rounded panel below the board. It contains a colored turn dot and turn text, a large white dice display showing “–” before rolling or the rolled number, a gold “Roll dice” button, a muted status/instruction line, and a dark “New game” reset button. On the player’s Red turn, the player clicks/taps Roll dice. After rolling, highlight every legal Red token and require the player to click/tap one highlighted token to move it. If there are no legal moves, show a no-move message and automatically pass the turn. Rolling a six grants another roll after the selected move; otherwise, automatically advance to the next player after a short delay. The initial status says “Your turn — roll the dice.” and the instructional copy should explain that a 1 or 6 brings a token out and a highlighted token should be tapped. The turn indicator should read variants such as “Your turn (Red),” “Red — choose a token,” “Blue bot is thinking…,” and, after victory, “Red wins!”

Bots should automatically roll after a short thinking delay and choose a legal token. Give them simple deterministic-priority behavior: first choose a move that reaches the finish if possible, otherwise choose a move that captures an opponent if possible, otherwise bring a token out on a six if possible, otherwise choose randomly among legal moves. Bots also get another roll on a six. Their dice and moves should visibly update the same board/HUD, and the player should not be able to roll or move during bot turns. Include a “New game” button that resets all four tokens, starts with Red, clears the dice, and restores the initial message. Use no external assets; make the board crisp, flat, colorful, and clean with system UI typography, matching the supplied minimalist pastel Ludo illustration and dark polished HUD.

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