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Marble Maze Madness

  • 3d
  • arcade
  • marble
  • maze
  • puzzle
  • mobile
  • timed
  • tilt-control
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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. Amit built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Marble Maze Madness 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 Marble Maze Madness 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 Marble Maze Madness

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.

Rebuild a polished 3D browser game titled “Marble Maze Madness.” Use a fixed, elevated three-quarter perspective camera showing a complete rectangular wooden maze board (9 columns by 13 rows) with a warm orange/pink gradient background and a darker round wooden table beneath it. The board has a thick brown wooden frame, a lighter plank-textured floor, raised textured brown block walls, soft shadows, warm studio lighting, and subtle camera shake on hard impacts. Keep the entire board fitted in view on both desktop and mobile.

The playable object is a glossy translucent light-blue glass marble with a darker blue swirl/core and a small shadow on the board. The player must tilt the board so gravity rolls the marble through the maze and into a glowing yellow-ringed goal hole. The board tilt should smoothly follow input and return toward level when released. Simulate 2D marble motion over the board with velocity, gravity based on board tilt, friction, a speed cap, and collisions against maze walls and moving gates; make the marble visibly rotate as it rolls.

Provide these controls: drag anywhere on the playfield to tilt (horizontal drag tilts left/right and vertical drag tilts forward/back), keyboard Arrow keys or WASD, and optional phone device-orientation tilt with a permission/request button in the help screen. Press P or Escape to pause/resume, R to restart, and M to mute. On first play show a “Drag to tilt the board” hand hint, then hide it after movement. Include touch and mouse support.

Implement exactly 10 selectable handcrafted levels, each represented by a 9x13 character grid enclosed by walls, with a start tile, goal tile, and obstacles as follows: level 1 “First Roll” is a simple introductory maze with two timer stars; level 2 “Twisty Path” is a winding maze with one star; level 3 “Mind the Gaps” has multiple dark holes and two stars; level 4 “Ramp Rush” has orange directional ramps, dark holes, and two stars; level 5 “Gatekeepers” has two horizontal moving gates and two stars; level 6 “Swiss Cheese” combines holes, gates, internal walls, and one star; level 7 “Push and Pull” has directional ramps pushing in opposing directions, holes, and one star; level 8 “Piston Hall” has several moving gates in narrow passages, holes, and one star; level 9 “Crossfire” combines holes, ramps, gates, and two stars; level 10 “Grand Finale” combines all obstacle types with holes, gates, ramps, and two stars. Use the level names, par times, and instructional tips from the source design: First Roll (par 14, gentle small tilts), Twisty Path (28, slow before corners), Mind the Gaps (20, avoid dark holes), Ramp Rush (24, use orange ramps as shortcuts), Gatekeepers (22, wait for the gap), Swiss Cheese (30, slow and steady), Push and Pull (26, stay centered), Piston Hall (36, slip behind moving pistons), Crossfire (42, plan a safe route), Grand Finale (48, tilt softly). Gates should slide back and forth along their passage, with progressively slower timing in later levels. Directional ramps should give a strong push in the arrow direction. Dark holes should pull the marble inward, trigger a falling/shrinking animation, count a fall, and reset it to the level start rather than ending the level.

Place gold, slowly bobbing/spinning 3D timer stars on star tiles. Collecting one removes it, creates a bright particle burst and chime, and subtracts 3 seconds from the final time. When the marble reaches the glowing goal, play a brief guided roll/fall into the goal with a colorful particle burst, then show the results screen. The level timer runs while playing and during hole recovery; show HUD pills for level number, time in seconds, and collected stars (for example “★ 0/2”). Award 3 stars when final time is at or below the level par, 2 stars when at or below 1.6 times par, otherwise 1 star. Show falls on the results display and persist each level’s best time and highest star rating in localStorage. Results should include “Perfect Roll!”, “Great Job!”, or “Level Clear!”, the time, the three-star threshold, fall count when applicable, best-time/new-best text, Retry, and Next buttons. After level 10 show a “MISSION COMPLETED” ending screen with the final level stars, total stars out of 30, a celebratory confetti burst, and buttons to retry level 10 or return to level selection.

Build the UI in a friendly rounded mobile-first style matching the visual: cream/white cards with large rounded corners and shadows, white uppercase title text with orange drop shadow, orange/green/blue gradient buttons with chunky lower shadows, and simple top icon buttons for Home, Help, Mute, and Pause. The title screen should show “MARBLE MAZE MADNESS,” a glossy blue marble logo, the subtitle “Tilt the board. Roll the marble. Reach the hole.” and a large green PLAY button. The level-selection screen should show ten numbered buttons in a 5-column grid, each with up to three gold/empty stars and a total-star counter. Include a help screen explaining drag, keyboard, goal, dark holes, ramps, moving gates, timer stars, and fast completion, plus a Phone Tilt On/Off button. Include pause, retry, level navigation, toast messages such as “Oops!” on falling and “-3s ★” on collection, and short level tip toasts.

Use warm physically based materials, a reflective marble, soft shadows, animated goal glow, orange emissive ramp pads with white chevrons, black/brown radial hole decals, blue moving gate blocks, additive colored particles for impacts, boosts, stars, falls, and completion. Add looping background music, rolling noise whose volume follows marble speed, short synthesized sounds for wall clacks, star collection, falling, ramp boosts, victory, and button clicks, plus persistent mute state. Ensure audio starts only after user interaction.

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