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Arcade › Magnet Mayhem
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Magnet Mayhem 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 Magnet Mayhem 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-friendly 3D puzzle game titled “Magnet Mayhem.” Use a warm, cheerful arcade/toy aesthetic: the UI sits over a soft vertical peach-to-cream gradient background, with rounded white panels, chunky rounded buttons, strong offset drop shadows, and bold Trebuchet-like typography. The title screen prominently shows MAGNET in white with orange/red layered shadowing and MAYHEM in bright cyan with darker blue layered shadowing, followed by the subtitle “Hold to attract • Release to repel.” Include a large orange PLAY button, a smaller cream LEVELS button, and a blue circular ? help button in the upper-right. The actual playfield is a 3D miniature marble-rail course viewed from a high, angled third-person perspective (roughly 62-degree tilt), framed so the complete course is visible. Build each level from connected rounded rail/tube kit pieces on a sandy peach ground plane. Use soft warm lighting, shadows, fog, and glossy materials. The playable object is a small metallic silver ball rolling along the rail from a rounded start piece to a rounded goal piece with a hole. The camera should fit each track and gently move/rotate in menu states, while remaining centered on the course during play. Core mechanic: the player controls an invisible magnet represented by a circular ring at the touched/clicked world position. Press and hold anywhere on the playfield to activate attraction: show a cyan ring, cyan dashed field line from the ball to the magnet, a bottom HUD badge reading “+ ATTRACT,” and cyan stream particles. The ball accelerates only along the tangent of the rail toward the magnet; closer magnet positions grip the ball more strongly. Move the pointer/finger while holding to steer the ball around bends. On release, immediately repel the ball away from the magnet position along the rail: show a red expanding ring/burst, red particles, and a bottom badge reading “− REPEL.” A release/tap behind the ball pushes it forward; placing the magnet ahead can slow or reverse it. Use realistic rolling momentum with friction, a speed cap, and only movement along the track. Support touch and mouse input; also support keyboard Space for hold/release and WASD/arrow keys to move a keyboard magnet cursor. Include subtle impact shake, particles, vibration where available, and simple synthesized feedback sounds (hum while attracting, repel tone, rail tocks, switch/open/goal sounds, and gentle looping chord music). Add mute controls with persistence. Create exactly 10 authored levels, all based on a path string of grid-cell moves, with the following names and progression: 1 First Pull (straight uphill rail, no gates, no drift, par 8 seconds); 2 The Bend (path bends right, par 12); 3 Push Off (has uphill drift 0.6, par 15); 4 First Switch (yellow switch pad opens a gate, par 15); 5 Timed Gate (timed gate and drift 0.4, par 18); 6 Uphill (strong drift 1.4 and a switch pad gate, par 20); 7 Zig Zag (timed gate plus switch pad, drift 0.8, par 22); 8 Switchback (includes a downward section, switch gate and timed gate, drift 1.0, par 26); 9 Gauntlet (multiple timed/pad gates, drift 1.4, par 30); 10 Mayhem (long final path with four gates, alternating pad and timed behavior, strongest drift 1.8, reduced magnet pull 0.8, par 38). Use smooth curved corner pieces at turns and keep the ball constrained to the rail. Gates are physical red horizontal bars between small cream posts with a red indicator lamp. A closed gate blocks the ball and makes it bounce back with a tock/particle effect. Yellow circular switch pads sit on the rail before relevant gates; rolling over one turns it green, emits green particles, and permanently opens its associated gate, lifting the bar and changing its lamp to green. Timed gates repeatedly open and close according to their level-specific periods/open windows; they visibly lift when open and use green/red materials and lamps. The player may need to wait with the ball held near a timed gate. The start end cap prevents rolling backward off the track. Goal behavior: when the ball reaches the final goal hole, stop it, play a celebratory sequence with yellow and cyan particle bursts, briefly sink the ball into the hole, then show a results overlay. Award 3 stars if time is at or under the level par, 2 stars if at or under 1.6 times par, otherwise 1 star. Display level clear title, animated stars, elapsed time, number of pushes/repels, and a score based on speed and pushes. Persist best stars locally and show them in level selection; show total stars out of 30. Provide RETRY, NEXT (or FINISH on level 10), and HOME buttons. HUD during play: a cream rounded top bar with home button, “LEVEL N - name,” elapsed timer, and “★★★ under Xs” par indicator; mute and pause buttons at upper-right. Show contextual dark tip bubbles near the top, including level tips such as “Hold above the ball to pull it up the rail,” “Move your finger to steer around the corner,” “Release BEHIND the ball to push it forward,” “Roll over the switch pad to open the gate,” “Gates open and close - wait for green,” and “Final test - stay calm and keep the magnet close.” On the first level show a bottom instruction card with a pointing-finger icon: “Press and HOLD above the ball to pull it up the rail.” Rotate additional tips such as “Cyan ring = ATTRACT. Red burst = REPEL.” Include a How to Play screen explaining: hold to attract along the rail, release or tap to repel with closer positions stronger, yellow switch pads open red gates while some gates are timed, and reach the goal hole quickly for three stars. Include a pause overlay with resume, restart, home, and mute. Include a two-column level-select screen with numbered rounded cards, level names, and up to three gold stars, plus a total-stars counter. After completing all ten levels, show a celebratory “MISSION COMPLETED” screen, total stars out of 30, the text “All 10 tracks mastered. The magnet is yours!”, confetti particles, PLAY AGAIN, and LEVEL SELECT buttons. Keep all visual language consistent: cyan for attraction, red for repulsion/closed danger, yellow for switches, green for opened switches/gates, orange for primary actions, blue for secondary/help controls, and cream for panels.