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Arcade › Merge Bloom
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Muhammed Raza built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Merge Bloom yet. Play it, then tell Muhammed Raza what you would add next.
Merge Bloom was built by Muhammed Raza 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 Merge Bloom 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 portrait-oriented, touch-friendly 2D canvas puzzle game titled “Merge Bloom.” The play area is a tall centered app panel, up to about 720px wide and 980px high, with a dark navy/indigo radial-gradient background that is brighter blue near the top and fades to nearly black toward the bottom. Use a polished neon-glow style with rounded panels, soft shadows, pale lavender text, and colorful luminous flower/bloom pieces. At the top, overlay a HUD. On the left show the small uppercase brand “MERGE BLOOM” in spaced pale blue lettering, with the large bold white two-line slogan “Grow the glow” beneath it. On the right show rounded dark stat cards labeled SCORE and BEST with white numeric values, plus a rounded translucent restart button containing the ↻ symbol. Near the center above the board, display a preview flower and the label “NEXT.” At the bottom, show a pill-shaped dark translucent hint bar reading: “Tap a column to drop a bloom • Match colors to combine”. The core board is a 5-column by 7-row grid. It sits in a large rounded dark navy container with a subtle black shadow. Each cell is a separate dark translucent rounded rectangle with generous gaps and rounded corners. The board is initially empty. The player taps/clicks a column to drop the currently previewed bloom into that column. It falls with a short eased animation to the lowest empty cell in that column; prevent input while a piece is animating. If the selected column is full, do nothing except a subtle board shake. The preview then changes immediately to a random bloom value. Each bloom is rendered as a glowing stylized flower, not a plain tile: several elliptical petals arranged radially around a small creamy white/yellow circular center, with a colored fill and colored glow/shadow. Bloom values 1 and 2 are chosen initially and subsequently; the random maximum can grow to value 3 once score reaches 80, using the game’s progression rule. Use this visible palette: value 1 cyan, value 2 periwinkle/blue-violet, value 3 purple, value 4 pink, value 5 orange, value 6 yellow, value 7 green; higher values clamp to the final available color. Flowers have 4 plus the value capped at 4 petals, so higher blooms visibly become fuller. After a bloom lands, find the complete orthogonally connected group of blooms having exactly the same value (up, down, left, right only; no diagonals). If the group has at least two pieces, remove all pieces in the group except the first cell found by the board scan/flood-fill, and upgrade that remaining bloom by one value. Award score equal to 2^(old value + 1) multiplied by (group size - 1), update BEST if the score exceeds it, and persist the best score between sessions. Check the upgraded bloom again shortly afterward so chain reactions can occur. On every merge, show a bright expanding ring, colorful burst particles, and a small screen shake. Keep the burst brief and let particles radiate outward, fade, and fall slightly. The game ends when, after a piece lands, every cell in the top row is occupied. Show a full-screen semitransparent dark blurred overlay and a centered rounded gradient card reading “Board full”, “Your garden reached its limit.”, and a bright button labeled “Bloom again.” Clicking that button or the top restart button resets the board, score, animation state, and game-over state while retaining the stored BEST score. The game should work with pointer/touch input, use responsive sizing, preserve the 5:7 board proportions, and keep the interface visually similar on narrow mobile portrait screens. Do not add lives, timers, moves, boosters, drag controls, sound, or other mechanics not described here.