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Arcade › Mirror Beam
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Vinícius Souza built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Mirror Beam yet. Play it, then tell Vinícius Souza what you would add next.
Mirror Beam was built by Vinícius Souza 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 Mirror Beam 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 touch-friendly fullscreen 2D puzzle game titled “Mirror Beam.” Use a dark navy futuristic neon visual style and a fixed top-down orthographic playfield. Render the game on a full-screen canvas with a subtle diagonal dark-blue gradient background, a faint evenly spaced square grid, and a thin blue rectangular boundary inset from the screen edges. Keep the camera static and scale the puzzle’s logical 900x600 layout responsively to the viewport: the play area is inset horizontally and vertically, while the HUD overlays the canvas. Core mechanic: a pink/red laser beam continuously starts at a glowing circular source on the left side of the playfield and initially travels horizontally to the right. The player positions cyan glowing rectangular mirror bars on the board. Each mirror is a finite segment about 62 logical pixels long with a dark circular hub at its center. Dragging a mirror moves it, constrained inside the play area. A tap/click on a mirror without meaningful movement rotates that mirror by exactly 90 degrees. Recalculate the laser path immediately after every move or rotation. When the beam reaches a mirror, reflect it according to the mirror segment’s angle, then continue tracing the path; allow up to eight reflections and do not reuse a mirror during one beam trace. If no mirror is reached first, terminate the beam at the inset playfield boundary. Draw the beam as a thick hot-pink/red line with a bright white thin core and strong pink glow, including all straight segments and reflected corners. Targets are glowing circular rings with a small center dot. A target counts as hit when it lies within roughly 18 pixels of any beam segment. Unhit targets should be orange/amber; hit targets should turn mint green with stronger green glow. The HUD must show the current level and a live “Targets hit/total” counter. The objective is to hit every target simultaneously. On solving a puzzle, show centered mint text near the top reading “Beam aligned!” and beneath it “Tap anywhere to launch the next puzzle.” If the solved board is tapped somewhere that is not a mirror, advance to the next level. Loop from the fourth level back to the first. Include a prominent Reset button at the bottom-right that reloads the current level and restores all mirror positions/angles and target states. Implement exactly four compact predefined puzzle layouts in a 900x600 logical coordinate system, responsive-scaled to the viewport. Level 1: source [72,300], mirrors [250,220] angle 45 degrees and [470,380] angle -45 degrees, one target [760,300]. Level 2: source [72,430], mirrors [220,320] at 45 degrees, [430,220] at -45 degrees, and [620,390] at 45 degrees, targets [780,170] and [780,500]. Level 3: source [72,170], mirrors [220,300] at -45 degrees, [420,170] at 45 degrees, and [610,300] at -45 degrees, targets [800,170] and [800,430]. Level 4: source [72,450], mirrors [230,400] at 45 degrees, [390,250] at -45 degrees, [560,400] at 45 degrees, and [700,230] at -45 degrees, targets [820,120], [820,330], and [820,520]. Preserve these positions as the initial state each time a level loads. Use pointer/touch input with pointer capture: detect the nearest mirror within about 30 screen pixels on pointer-down, drag it while moving, and on release rotate it 90 degrees if the total movement was under about 10 pixels. Prevent the canvas from scrolling or browser gesture handling. A solved-state tap elsewhere advances; taps on mirrors still manipulate them. The laser source should be a glowing pink disk with a small white center. Mirrors should have cyan/ice-blue glow, a bright inner highlight, and a dark teal hub. Add subtle animated target pulsing and a brief solved pulse, but no enemies, timer, lives, ammo, scoring, sound requirement, or other mechanics. HUD styling: use a dark translucent rounded panel with blue border for the top-right stats, white uppercase bold “MIRROR BEAM” branding at top-left, a muted blue subtitle “Bounce the laser into every target,” a rounded translucent instruction panel centered near the bottom reading “Drag mirrors to move · Tap a mirror to rotate · Hit every target,” and a blue outlined dark Reset button at bottom-right. Use a clean system sans-serif font, responsive mobile sizing, and keep all text legible over the board.