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Arcade › Match Flip
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Oleg Sidorkin built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Match Flip yet. Play it, then tell Oleg Sidorkin what you would add next.
Match Flip was built by Oleg Sidorkin 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 Match Flip 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.
Recreate “Match Flip” as a responsive mobile-friendly memory matching game. Use a full-screen dark navy/black 3D background with a subtle radial blue glow/fog and an animated field of about 26 softly glowing colored spheres/orbs drifting and bobbing behind the interface. The orbs should use blue, indigo, pink, green, and gold tones, vary in size, depth, transparency, and position, and slowly move/rotate continuously, creating the same ambient Three.js-style backdrop visible around the UI. Overlay the game with a centered, responsive glassmorphism HUD: translucent very-dark panels, blurred backdrop, thin low-opacity white borders, and soft shadows. At the top, show the title “Match Flip” and subtitle “Tap two cards to find every pair.” Beside or below it depending on screen width, show three stat panels labeled MOVES, MATCHES, and TIME. Initialize them to “0”, “0/8”, and “0s”. At the bottom center, provide a “Peek” button and a prominent orange gradient “Restart” button. Ensure the layout adapts to narrow/mobile screens with the title stacked above the stats and large touch targets. The core playable area is a centered 4-by-4 grid of 16 square cards inside a rounded translucent panel. Shuffle eight pairs at the start of every new round. The eight symbols are exactly: 🍒, 🍓, 🍀, ⭐, 🌙, 💎, 🔥, and ⚡. Cards begin face-down with a blue-to-indigo gradient front and a large white “?”; use a 3D horizontal flip animation of about 0.45 seconds to show the face. The revealed face is a pale white/blue card with dark text and the symbol in a large emoji-like font. Matched cards remain revealed and change to a bright green gradient. Interaction: tapping/clicking a hidden card flips it. The first tap starts the timer; the timer increases in one-second increments and displays whole seconds. Tapping a second eligible card compares the two symbols and increments Moves once. While the pair is being resolved, temporarily block further card interaction. If they match, after a short roughly 0.38-second pause mark both as matched, increment Matches, and leave them face-up. If they do not match, keep them visible for roughly 0.85 seconds and then flip both back down. Ignore taps on already flipped, matched, busy, or game-over cards. Clear all 8 pairs to win. Include a one-use-per-round Peek ability. The button should initially read “Peek (1)”; pressing it (or keyboard P) reveals every currently unmatched and face-down card at once for about 0.9 seconds, then returns those cards face-down, while temporarily blocking interaction. Decrease the charge immediately; afterward the button reads “Peek used” and is disabled. If a card was already flipped, do not include it in the temporary changed set, so it remains flipped. Restart (or keyboard R) must stop/reset the timer, create a newly shuffled deck, reset moves, matches, elapsed time, flip state, game-over state, and restore one Peek charge. When all eight pairs are matched, stop the timer and show a centered modal overlay over the dimmed game with the title “You win”, text in the form “You cleared all 8 pairs in [moves] moves and [seconds]s.”, and an orange “Play Again” button that starts a fresh shuffled round. Use rounded cards, rounded pill-shaped controls, accessible button labels, touch-action-friendly controls, and a clean dark futuristic arcade presentation. Keep the board DOM/UI centered over the animated background rather than replacing the background with a separate scene.