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Arcade › Maker Maze
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Aliesha Shaw built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Maker Maze yet. Play it, then tell Aliesha Shaw what you would add next.
Maker Maze was built by Aliesha Shaw 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 Maker Maze 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 browser-playable 3D game called “Maker Maze,” an editable mini-game builder and play-test maze. Use a clean low-poly Three.js-style presentation with a fixed, elevated perspective camera looking down at a square board. The scene has a pale blue sky/background with light fog, soft shadows, and a 15-by-15 tiled board (grid coordinates -7 through 7, cell spacing 2 units). The board floor is light icy blue/white with visible blue grid lines, a thick dark navy-blue raised base underneath, and four thick dark slate border beams around the edges. Use ambient hemisphere lighting plus a directional sun casting soft shadows. The game has two modes: Edit builder and Play test. In Edit mode, show the full board from above at an angle and let the user click/tap a grid tile to place the currently selected piece. Display a translucent white square ghost cursor over the tile under the pointer. The bottom-left toolbar is a dark translucent rounded panel labeled “Tools” with buttons: Wall, Lava, Coin, Goal, Start, and Erase. Wall is initially selected in bright blue. Also support keyboard shortcuts 1–6 for those tools. Placing a Goal changes the goal location and removes any tile content there; placing a Start changes the player spawn and removes tile content there. Erase removes a tile, and if erasing the start or goal, restore them to their defaults. Placing wall, lava, or coin on the current start/goal relocates that marker back to its default. The default start is grid cell (-6, 6), and the default goal is (6, -6). Represent edit pieces visually as follows: Wall is a dark slate rectangular block occupying most of a cell and rising about 2.1 units high, casting a clear shadow. Lava is a flat red square tile with a subtle dark red glow. Coin is a small shiny gold torus standing above the tile, rotating continuously. The Start marker is a low blue glowing circular pad. The Goal marker is a low green circular pad with a floating pale-green octahedron/gem above it; make the gem rotate and bob slightly. Include a sample level on first launch, with walls, a three-tile horizontal lava strip, and several coins arranged around the board, matching the visible example: start at (-6,6), goal at (6,-6), coins around (-4,6), (2,1), (4,-3), and (4,3), walls forming vertical obstacles around (-2,5..3), (2,0..-2), and (5,-3..-1). Persist the board locally and load it on subsequent visits. The player is a small friendly low-poly character: a blue rounded cylindrical body, a white spherical head, and two tiny dark eyes. It stands on the board at the start marker. In Play test mode, hide the editing toolbar, reset the player and all coins, and follow the player with an elevated third-person camera that looks toward the player. Move with WASD or arrow keys; normalize diagonal movement. On small/touch screens, show a dark translucent four-button directional pad on the lower right with ▲, ◀, ▶, ▼, and support holding those buttons. The player moves at a brisk constant speed, rotates to face its travel direction, cannot leave the board, and collides against wall blocks. Play rules: starting movement begins the timer. The HUD at top-left is a dark translucent rounded panel titled “Maker Maze” and displays the current mode, “Coins left,” elapsed “Time,” “Best” time, and a contextual instruction: in edit mode “Tap a tile to place pieces.” and in play mode “Move with WASD, arrows, or the pad.” Coins are collected when the player gets close; they disappear and increase the collected count, with a temporary centered message “Coin collected.” Lava immediately resets the player to the start and displays “Lava — back to start.” Reaching the goal before collecting every coin does not win and displays “Need N more coins first.” Reaching the goal after all coins are collected wins, stops play, records the best completion time, and shows a persistent centered dark message such as “You built a playable mini-game. Finish time: 12.3s. Switch back to Edit to remix it.” At the top-right, provide rounded action buttons: green “Play test” in Edit mode / red “Back to edit” in Play mode, gold “Copy level link,” and red “Clear board.” Play test toggles modes; returning to Edit restores the edit camera and allows remixing. Clear board removes all placed cells, restores the default start and goal, rebuilds the board, and returns to Edit mode. Copy level link serializes the start, goal, and placed wall/lava/coin cells into a URL hash and copies it, allowing a shared board to load from the link; show a temporary confirmation or failure message. Load a valid shared hash before local storage, otherwise use the saved board, otherwise use the sample level. Use temporary centered dark notification cards for tool descriptions and events, with the initial edit message explaining that the board can be tapped to build. Use rounded modern UI, white text, translucent navy panels, and bright blue/green/gold/red button colors consistent with the screenshot. Keep the experience as a focused single-board maker plus playable maze rather than adding enemies, weapons, lives, multiple levels, or unshown mechanics.