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Arcade › Banana Merge
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Khalid Mahda built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Banana Merge yet. Play it, then tell Khalid Mahda what you would add next.
Banana Merge was built by Khalid Mahda 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 Banana Merge 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-friendly 2D canvas puzzle game titled “Banana Merge.” Render everything in a single full-screen responsive canvas with touch/pointer input. Use a warm stylized wooden background: an orange/brown vertical gradient with faint horizontal wavy plank lines. The game is a block-placement and merging puzzle, presented straight-on with no camera scrolling. Layout and HUD: At the upper left show “BANANA” over “MERGE” in cream/yellow bold text and “LEVEL 19” below in larger white text. At the upper right place two small rounded gold buttons with pale outlines: a gear icon and a circular restart arrow; they can be visual controls, while restart should also be available with the R key. Above the board, show the instruction “🍌 DRAG A BANANA BUNCH 🍌”. Beneath it, display a rounded dark translucent preview tray containing three upcoming pieces. Center a tall 7-column by 10-row board below the tray, inside a rounded dark translucent panel with a light warm outline. Each empty cell is a small rounded square with a translucent cream fill and subtle outline. Pieces: The tray contains three randomly generated polyomino banana bunch pieces. Use these exact possible shapes, represented as occupied grid offsets: one cell [[0,0]], two horizontal [[0,0],[1,0]], three in an L [[0,0],[0,1],[1,1]], three horizontal [[0,0],[1,0],[2,0]], three vertical [[0,0],[0,1],[0,2]], 2x2 square [[0,0],[1,0],[0,1],[1,1]], T-like [[0,0],[1,0],[2,0],[1,1]], three-wide lower row with a top-left cell [[0,0],[0,1],[1,1],[2,1]], and zigzag [[0,0],[1,0],[1,1],[2,1]]. Give each whole piece one of seven bright banana-yellow/gold colors, each with a corresponding darker border. Most pieces (65% chance) have value 12, otherwise use value 16 with 75% chance or 32; show the numeric value centered in every occupied cell in white. Use glossy highlights/shadows on the cells. The first queue item may have a glow to indicate it is active, but allow dragging any of the three displayed pieces. Interaction and rules: The player pointer-drags a piece from the queue onto the 7x10 board. While dragging, show a semi-transparent preview of the piece snapped to the cell under the pointer. Place only if every occupied cell is inside the board and empty, and only while moves remain. On a valid placement, write the piece’s colored/value blocks to the board, add 2 points per occupied block, subtract one move, then repeatedly merge matching orthogonally adjacent blocks. A merge occurs when neighboring blocks have both the same color and the same numeric value: double the value of the first block, remove the neighboring block, and add the doubled value to the score. Check right and downward neighbors repeatedly until no more merges remain, then apply gravity independently in each column so blocks fall toward the bottom. Show a temporary dark notification such as “BANANA MERGE ×2” after merges. After each placement, remove the used queue item, append a newly randomized piece, and clear every completely filled row. For each cleared row, add 100 points and show “BANANA ROW CLEAR +100” (or the corresponding total for multiple rows); shift rows above downward / insert empty rows at the top. Invalid drops should leave the board unchanged, show “Find an open spot,” and briefly shake the screen. Start a new game with an empty 7x10 board except for a friendly random seed of value-12 blocks in the bottom row: independently seed each column with about a 38% chance, using varied colors. Initialize score to 0, level to 19, moves to 24, and queue three random pieces. After a valid move, if none of the three queued pieces can fit anywhere on the current board, end the game. Display a large dark translucent “BOARD FULL” overlay with the final “Score N” and a gold “RESTART” button. The restart control should reset the board, queue, score, moves, level, game-over state, and boosters. Bottom HUD: At the bottom left show “MOVES 24” (updating as moves are used), at bottom right show “SCORE 0” (updating with score). Center two large rounded pale-gold booster buttons with brown symbols and counts: a crossed-hammers button showing 2 and a sparkle/star button showing 3. Match the visible UI styling, but keep behavior grounded in the original: tapping the hammer button consumes one hammer and only displays the temporary message “Tap a block to smash”; there is no implemented follow-up smash action. The sparkle/shuffle button is displayed but has no implemented action. Use rounded corners, cream outlines, bold system sans-serif typography, warm yellow/orange/brown palette, subtle shadows and translucency. Make the canvas resize responsively for mobile and desktop, preserving the centered 7x10 board and compact header/footer spacing on short screens. Prevent page scrolling and support pointer/touch dragging.